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BattleTech Player Boards => Challenges and Gatherings => Topic started by: Jester006 on 30 July 2018, 21:01:21

Title: Battletech Beatdowns in Northern VA
Post by: Jester006 on 30 July 2018, 21:01:21
Hey there fellow mechwarriors!

Wanted to post a new thread that is has a more accurate title; I had previously been posting classic Battletech events under the "Looking for Alpha Strike players in Northern Virginia Fairfax Area".

As the title says, I am currently running a 3055 campaign centered around a mixed Fed-Com regiment that consists of 2 battalions of mechs, 1 battalion of armored vehicles and 1 battalion of motorized infantry; along with a company of artillery and a company of combat engineers.  The regiment was sent into a region of space in the Sarna March (specifically Graham IV) to put down a rebellion that has fermented and taken hold.  Local opposition forces have managed to recruit defectors from the local garrison and have also formed a militia.  Several major population centers have come under the control of the rebels; but the capital, starport, most of the major factories and infrastructure still remains in control of loyal Fed-Com forces.

As the regiment made planet fall, the drop ship containing the recon company of the tank battalion came under attack by unidentified aerospace fighters; which intelligence said rebel forces had none of.  The recon drop ship suffered damaged which caused it to veer off course and landed a few hundred miles away from the regiment's drop zone.  HQ tasked a company of light and medium mechs for a search and rescue operation for any of the crash survivors.  The company arrived to find what was left of the survivors in a fighting withdrawl.  The recon company was successfully saved, but suffered heavy casualties.

As the recon company was being rescued, regimental HQ also tasked all of Alpha Company of the 1st Mech Battalion to take control of a strategically important bridgehead; problem was it was located in a major city.  Intel reports said the town was being reinforced by mechs and heavy armor.  Opposition forces haven't had time to fortify or dig in, so the initiative had to be taken and an assault on the city was planned.  1st Battalion command lance along with a battery of Long Toms and 2 companies of infantry were assigned to support Alpha Company's assault.  So far, they've managed to break through the first line of defense and are advancing deeper into the city.  Fighting has been heavy and opposition forces seem to have brought up reserves to try and push the assault back.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Jester006 on 30 July 2018, 21:34:47
I am trying to shoot for either Saturday the 25th or Sunday the 26th of August; whichever day works out better for everyone.  The venue the game is taking place is at "The Games Tavern" in Centerville, VA.  They have a few side rooms available to play in so that way we have all the room we need.

The next game is going to be part 2 of the city fight I mentioned in my previous post.  We unfortunately had to stop early last session due to a scheduling conflict in the room we rented; I'll make sure that won't happen again.

From where we left off last session, there were a couple mechs from the regiment that were in danger.  So I decided to resolve some attacks that would have made sense according to the board state that I saw.  For those who participated in the game:

-The Awesome that had taken the gyro hit actually managed to survive.  It had positioned itself to be behind a hill to where only the 2 mobile Manticores could have shot at it in the following turn.  The Manticores did manage to hit it with a couple of LRM 10s, but weren't able to core the Awesome.  Due do damage, however, the Awesome is combat ineffective and won't be able to continue with the assault.

-The Warhammer took a salvo from 2 LRM carriers and lost its left arm, went internal in its left torso and center torso.  Other than that, no other major damage occurred to it.  This mech is also forced to retire and won't be available in part 2 of the fight.

-The Rifleman from the Battalion Command lance took another salvo from the other 2 LRM carriers.  Its left torso was destroyed which caused the XL engine to shutdown.  The pilot took another 2 injuries; one from a head hit and anther from the knockdown.  The pilot is alive, but has 3 pilot hits that need time to heal.  This mech is essentially destroyed, but can be used for spare parts (which I'm sure the Warhammer will be grateful to have)

-The OPFOR Manitcore platoon was a complete write-off due to them being overwhelmed by attacking forces.  1 Demolisher was completely destroyed with 2 others being immobilized by motive system damage.

In summary, the Fed-Coms had 2 mechs heavily damaged and 1 mech destroyed.  Opposition Forces had 5 tanks destroyed and 2 made immobile.  For sake of easy, I'll say all other units of the OPFOR managed to withdrawal further into the city to establish a second line of defense.  All heat will be reset and we'll pick up from there.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Daryk on 05 August 2018, 11:15:30
Hopefully that includes the infantry... :)
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Tinyozora on 09 August 2018, 19:26:30
My vote is for the 26th, Sunday again.  Definitely look forward to more militia shenanigans.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Jester006 on 19 August 2018, 14:34:50
Greetings again fellow mechwarriors!

Just wanted to let you all know that the next session is scheduled to be on Sunday August 26th.  Start time is again at 1 PM and will go to 6 PM.  I've spoken to the store owner to rent one of their side rooms, and it looks like we'll have it all to ourselves.

The scenario is as follows:

The Fed-Com regiment has sent in the entirety of Alpha company of 1st Battalion along with 1st Battalion's command lance to assault insurrectionist forces that have occupied a city with a bridge of strategic value.  Alpha company began its assault on the edge of the city and came in contact with opposition forces early on.  After several minutes of fighting, Alpha company managed to push back enemy forces to the interior of the city.

While enemy forces have been taking heavy losses, Alpha company has not gotten away unscathed.  2 mechs have suffered extensive damage and had to retire and one mech in the command lance was a complete write-off.  Now with Alpha company making head way into the heart of the city, its time to make the final push and expel the rebels.  The task, however, is not going to be easy.  Intel reports that enemy reserves have been committed to try and throw the assault back.

Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Firesprocket on 24 August 2018, 17:35:54
If you can send me a pm with any house rules you have I am going to try come out this weekend.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: billtfor3 on 09 September 2018, 21:23:32
Sounds really cool. To bad i'm 2 1/2 hours away, and now a College student.   
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Jester006 on 10 September 2018, 15:26:03
After looking at my work schedule, I won't be able to run a session during the month of September.  So I'm going to try and shoot for the first Saturday in October; which would be the 6th.

Please don't let that stop others from trying to run something else however.  I encourage you all to put something together to get your fix of Battletech.

I will be posting the aftermath of what happened in the previous scenario and the strategic consequences/changes that follow.

In the mean time, I want people who plan to show up regularly to post here or message me what their favorite Inner Sphere mechs are for the different weight classes pre-3050.  For example:

Light mech: Spider
Medium: Phoenix Hawk
Heavy: Marauder
Assault: Battlemaster


Sincerely,
Jester
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Daryk on 10 September 2018, 18:08:08
Certainly!

Light: Mirage variant of the Fire Starter
Medium: WVR-6M (hands down my overall favorite)
Heavy: Eridani Thunderbolt
Assault: Marauder II (I know they're rare... if you need something more common, the Awesome)
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Firesprocket on 11 September 2018, 01:15:33
Not certain where I stand for October the 6th until I'm closer to the date.  I'm fairly certain I have no D&D game that Saturday, but there might be a game in Richmond that Saturday so I probably won't know my status until the 3rd or 4th.

As for the mechs:

Light: Jenner
Medium: Gladiator 4R
Heavy: Hammerhands 3D
Assault: If you want the non Awesome 8Q answer, it is a Xanthos 3O
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Tinyozora on 21 September 2018, 15:49:15
Light mech: Wolfhound (WLF-1A)
Medium: Griffin (GRF-1S)
Heavy: Grasshopper (GHR-5N)
Assault: Highlander (HGN-733P)
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: drobeckj on 26 September 2018, 11:13:27
Hi im jon, i live in southern maryland. If you guys need more players let me know. ive been looking for players in the area and would love to meet up. I unfortunately work every weekend but given about a month notice can get off. ive got mechs tanks and 3d maps of my own. look forward to hearing from you. 
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Jester006 on 26 September 2018, 20:39:54
Hey Jon,

Glad to see another person looking to do a bit of mech-mashing mayhem.  I plan on running the next game on the 13th of October, a Saturday.  If you're able to make it, we look forward for you to join us.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Firesprocket on 27 September 2018, 00:35:41
So date changed to 13th rather than the 6th of October?
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Jester006 on 27 September 2018, 01:23:53
@Firesprocket

Yes, I was told this week that I need to come in to work for that weekend.

If we want to postpone until later to get more people, that's fine with me as well.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Tinyozora on 11 October 2018, 11:47:17
are we doing the 13th, 14th, or another weekend?  Paul's game is the 20th, so next weekend is booked, unless we do it on the 21st.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Daryk on 11 October 2018, 17:57:18
I broke a toe doing yard work this past weekend and won't be particularly mobile for the next few weeks.  If it's this weekend, I definitely won't be able to make it.  We'll see how the healing process progresses...
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Jester006 on 12 October 2018, 01:08:59
The next game is scheduled for this coming Saturday October 13th.  I reserved a room for us all to play in that'll have plenty of room.

Hope the toe doesn't cause you too much discomfort there Daryk. 

Look forward seeing you all on game day.  Also, I'll try to have some deviled eggs and other snacks for people to munch on.

If anyone living in the DC Metro area needs a ride, I am willing to provide it.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Daryk on 12 October 2018, 07:44:18
Thanks Jester... and I hope you bring those devilled eggs more often in the future too! :)
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Firesprocket on 12 October 2018, 23:06:07
Apologies for the late reply on this, but I'm out tomorrow.  I had taken the day off on Thursday to get items done this week at home to free up Saturday, but only a handful actually got completed.  Sunday is booked solid so I have to have to pass tomorrow.  Hopefully I'll be able to make it next month.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Jester006 on 13 October 2018, 00:16:00
@Firesprocket

No worries, I'll see you next time.  Hopefully, I'll have some goodies to show off by then  =)
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Firesprocket on 13 October 2018, 00:30:08
I'm missing deviled eggs, it makes me  :(
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Jester006 on 14 October 2018, 17:11:40
Alrighty, wanted to post what happened in the previous two games.  So here it goes...

Assault on Uthdar
In the follow-up to the assault on the city, Alpha company advanced further into the heart of the city where local opposition forces managed to form a last line of defense to repel the attack.  Spearheading the assault was the "Fat-Bottom Boys" lance consisting of a Berserker, Atlas, King Crab and a Grand Titan.  Commanding them was the 1st Battalion HQ lance with a Battlemaster, Marauder and a Blackjack (the Rifleman was taken out of action in the previous fight).  Two companies of infantry were also supporting the assault with a battery of Long Toms providing off-board artillery support.

The OPFOR had a lance of modified construction mechs, 2 Demolishers, 2 LRM carriers, 1 SRM carrier, a company of militia infantry being led by a Grasshopper and a Victor.  The OPFOR managed to observe the approach vector of the attack and were able to concentrate their forces.  Combat began medium to close range. 

The Battlemaster, Marauder and a company of Fedcom infantry found themselves having to fend off the lance of construction mechs, the Grasshopper and 1 of the Demolishers.  On the other end of the battlefield, the Victor was engaged in a delaying action against the rest of the Fedcom's forces.  The LRM carriers provided long range fire support against whichever mech presented itself as being the best target.

The Battlemaster, piloted by the Battalion commander, and the Marauder quickly found themselves to be overwhelmed.  They were beginning to fall back when one of the construction mechs used a claw-like device to latch onto the Battlemaster which prevented it from being able to disengage when it needed to.  This gave the OPFOR the opportunity it needed to deliver a coordinated attack that ended up crippling the Battlemaster.  The Marauder tried to give covering fire for his commander, but staying behind to protect his fellow mechwarrior ended up dooming himself and the Marauder was also neutralized.

While all this was going on, the assault lance tried to press the attack against the defenders, but the presence of the Victor gave them a bit of hesitation to charge forward.  When the Fat-Bottom Boys did finally manage to make a push, it was thwarted by an ambushing SRM carrier and the Berserker skidding on the pavement then falling.  This stalled the charge which allowed the defenders to take down the Grand Titan while losing the SRM carrier and one of the LRM carriers in return.

Having lost their commander and the charge resulting in the loss of one of the assault mechs (along with other mechs taking heavy damage), the order to fall back was given and the assault ended.  The infantry company supporting the battalion commander's lance tried to rescue the pilots of the Battlemaster and Marauder, but were unable to due to having no support and therefore the battalion commander is suspected to be captured by enemy forces.

In summary, Fedcom forces lost the Battlemaster, the Marauder, the Grand Titan along with the 2 infantry companies suffering 40% casualties.  The OPFOR lost  1 Demolisher, 1 SRM and 1 LRM carrier in return.  This was a major victory for local opposition forces as they were able to prevent the regiment from capturing the bridge.  The regiment still retains foothold in the city, but it appears that the quick win regimental HQ was hoping for has failed.

Fighting in the areas flanking the city have resulted in a stalemate, but friendly aerospace units have been suffering terrible losses to the unidentified squadron of OPFOR fighters as they were sent to intercept and neutralize the Fedcom air support.  There must be some hidden air base that the insurrectionists have built, because the only known place to support aerospace units is the star port near the capital.  Long range radar is able to track the enemy squadron for several hundred miles before they suddenly vanish.  The only pattern that can be discerned is they seem to be going into heavily wooded areas.  Satellite imagery doesn't show any hint of structures or activity in the areas where they are recorded to disappear.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Daryk on 14 October 2018, 17:57:46
Excellent summary... I think the only thing you forgot to mention was how much fun it was!  ;D
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Jester006 on 14 October 2018, 19:00:58
This is for the summary of the last session that was ran this past Saturday, October 13th:

Counter Attack

Having repulsed the Fedcom attack, and with the addition of reinforcements, the insurrectionists felt a sense of confidence and decided to launch a counter attack at one of the flanking units.  Using their off-world allies and other units, a diversionary action was coordinated with the main assault to hopefully pull any reserves away from the real objective.

As reports of enemy movement came in, Bravo company found itself set in the crosshairs.  Bravo company knew what was at stake and decided to make a stand even with only 2 of its 3 lances available against a full company of enemy mechs.  The order of battle for the Fedcom consisted of a Gunslinger, Zeus, White Knight, Warhammer, Grasshopper, Wolverine, Griffin and a Cataphract.  The insurrectionist forces fighting them had a Banshee, Flashman, Black Knight, Catapult, another Zeus, Orion, Quickdraw, Shadowhawk, Dervish, a Cataphract, Kintaro and a Guillotine.

The Steiner-Davion forces managed to interpose terrain to greatly minimize the effectiveness of one of the OPFOR's lances firepower.  For the most part, Bravo company managed to stay concentrated.  The only exception to that was when the White Knight pushed forward too aggressively and shut down due to heat.  This allowed the rebels to target the isolated mech.  Surprisingly though, the mech and its pilot weren't destroyed in the following turn's round of shooting.  The pilot did take a few injuries and the mech went internal in several locations (including 2 engine hits), but it managed to stand back up and begin to retreat to the safety of his own line.  The OPFOR tried to chase the badly damaged White Knight, but were frustrated as it managed to use trees and hills to all but block any decent chance of hitting it.

The Kintaro, Shadowhawk and Quickdraw rushed forward to try and pin down one lance of Bravo company, but were met with bad luck as the Kintaro was destroyed and the Quickdraw taking serious damage.  The opposition's lance of the Orion, Catapult, Cataphract and Zeus were having trouble negotiating the terrain.  Meanwhile the Banshee, Flashman, Black Knight and Guillotine were having to play catch up due to Bravo company out maneuvering them.

The Warhammer, Zeus and Gunslinger managed to provide a blistering display of long range fire support that began to take its toll on the attackers, but then the Banshee's lance managed to appear on their flanks and therefore had to start falling back.  The Zeus and Warhammer became the two primary targets of the OPFOR and started to take heavy damage; but Bravo company were managing to make their opponents pay for every inch of ground they took.

The Guillotine then came under fire from the Zeus, Cataphract and Gunslinger and managed to almost core it in one round of shooting.  The Catapult suffered an ammo explosion that caused it's right torso to fall off and the left arm holding the other LRM 15 was blown completely off.  The Quickdraw suffered several critical hits causing it to retire from the fight and the Dervish suffered a single engine hit and some actuator damage making it combat ineffective.  Despite having the terrain to their advantage, better trained pilots and more modern mechs, Bravo company was losing the battle of attrition as half of its starting mechs were starting to go internal in several locations.

In summary, Bravo company had to leave the field in the hands of the enemy but lost no mechs in the fight.  The Fedcom only really had one significantly damaged mech; the White Knight with 2 engine hits and one of its large pulse lasers damaged.  The Zeus and Warhammer, even though they received more than their share of damage, didn't have any critical hits.

The OPFOR lost the Kintaro and the Guillotine with the Dervish, Catapult and Quickdraw sustaining crippling damage.  Even though this fight could be considered a victory for the opposition, the losses they suffered prevented any chance for a breakthrough and may have cost them more than what they were willing to pay.  One thing is certain, both sides have begun preparing themselves for a long siege-like fight for the city.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Daryk on 14 October 2018, 19:11:30
Sorry I missed it!  Sounds like it was one a heck of a fight!  :thumbsup:
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Jester006 on 22 October 2018, 15:22:53
Alrighty everyone.  I'd like to try and run the next game on the 17th of November.  That's the next free weekend I have that month.  The alternative would be December 1st.  Let me know which of those two days works better for you all.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Firesprocket on 23 October 2018, 10:43:31
Both days are open for me.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Daryk on 23 October 2018, 16:40:18
Maybe is as good as I can say at the moment, but if I can, I certainly will!
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Tinyozora on 25 October 2018, 16:21:42
What happened to the Sunday game?

Anyways, the 1st works better for me right now. 
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Firesprocket on 25 October 2018, 17:56:14
Update, in theory both days are good for me.  I had to dump my car at the dealership today to have them take a look at it.  My car may have a bad transmission and that might keep me from going anywhere long distance anytime soon.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Jester006 on 02 November 2018, 19:38:57
Hello again fellow mechwarriors!

I can say for certain that the next game will be Saturday December 1st at The Games Tavern with initiative rolls starting at 1 PM.  The scenario is going to be about the company of light/medium mechs that was detached to rescue the survivors of the drop ship that had a bit of a crash landing. 

Initial damage assessments of the drop ship have shown that the energy weapons used against it were not of Inner Sphere make.  While the drop ship does have power, its propulsion systems are heavily damaged making it unable to move for the time being.  Regimental command has tasked the company to find where the mysterious squadron of opposition aerospace fighters is based out of; the enemy squadron has been causing havoc against ground units and must be neutralized.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Jester006 on 21 November 2018, 23:07:09
Hello again fellow mechwarriors!

Just here to give a friendly reminder that the next game is scheduled for December 1st.  I want to try and roll for initiative at 1 PM sharp.  The venue is The Games Tavern in Chantilly, VA.

I ask people that haven't already replied so in this thread that plan on playing in the campaign with some regularity to give me a list of your favorite Inner Sphere mechs pre-3050 for each weight class.

Look forward seeing you all there.  Until then, cheers!

Sincerely,
Jester
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Tinyozora on 01 December 2018, 15:16:46
Darnit, just realized that this was occurring today.  *ugh*

Sorry bout that, perhaps next time.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Daryk on 01 December 2018, 19:20:13
Sorry I couldn't make it today... my wife took the car down to Norfolk last night.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Jester006 on 26 December 2018, 20:05:01
Hello there again!

Just wanted to let you all know that I plan on running the next game on January the 26th at The Games Tavern in Chantilly, VA.  Start time is 1 PM sharp.

Hope to see you all there.  Until then, stay frosty.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Firesprocket on 28 December 2018, 15:33:30
Thanks for the heads up. I may have relatives in town that weekend.  I will give a heads up as soon as I have more details available.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Daryk on 28 December 2018, 16:13:42
In theory, I should have a car in January... we'll see how it goes...
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Firesprocket on 28 December 2018, 19:55:35
If you don't have a car and I have no scheduling conflict I'm happy to pick you up from a metro stop.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Daryk on 28 December 2018, 20:02:08
Cool, thanks!  I didn't want to impose on such short notice last month.  Hope to see you then!  :thumbsup:
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Firesprocket on 29 December 2018, 14:13:45
Np.  Just shoot me a message for any week you might want to attend but find yourself without a car and if I'm headed that direction we can navigate the logistics.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Tinyozora on 30 December 2018, 14:15:00
I'm setting a reminder this time. 

Deryk, I'm also willing to come get you again.  It is no issue.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Daryk on 30 December 2018, 14:45:26
Thanks guys!  I'll let you know when we get closer...  Some logistics have to be "just in time"... :)
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Firesprocket on 12 January 2019, 22:13:20
26th looks clear for me.  Relatives should be coming into to town late so I'm just going to let them check in and chill which should leave my day open.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Jester006 on 24 January 2019, 16:10:33
Unfortunately I will have to postpone the next scenario due to me twisting my ankle last night; I really won't be mobile for the next 2-4 weeks.

On the plus side, I should get some new goodies in by then.  In the mean time, stay frosty!

Sincerely,
Ian
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Daryk on 24 January 2019, 20:37:08
Ouch!  Get well soon!
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Firesprocket on 25 January 2019, 02:12:46
That sucks dude.  Glad I checked in.  I was going to be 50 50 myself.  I have a tooth that will likely have to be extracted or a root canal preformed on it and my dentist appointment is on Monday.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Daryk on 25 January 2019, 05:47:42
Good luck at the dentist... that sounds pretty painful too.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Tinyozora on 25 January 2019, 14:01:55
Awww....everyone get better!! 
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Firesprocket on 30 January 2019, 01:41:11
Didn't sleep a wink on Friday night/Saturday morning.  Went into my physician's office and told them I had the dentist appointment on Monday and just need something to tide me over until the appointment.  I got prescribed Oxycontin and horse pill size augementum.  6 hours later I was comfortable and vegging out.

Dentist confirmed what I more or less was thought was the culprit.  I have only had one root canal and the prior dentist didn't clean out the tooth thorough enough.  There was a small amount of nerve endings and an infection that developed with was the primary cause of my pain.  2 other cavities on the adjacent teeth.  They had the two cavities filled in an hour and the salvaging of the root canal done within another 45 minutes.  I have to go back in a few weeks to check and see if the infection died down or if they have to extract the tooth or fit me with another crown. 

The dentist and his DA were pro, didn't f around in some cases didn't even have to communicate to the other to know what they needed to do to keep things moving during the procedure.  Going without a regular dentist for 10 years I think he's a keeper.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Daryk on 30 January 2019, 05:49:23
OUCH!  Glad they gave you the good stuff to get you through, and that they didn't take too long to get it done.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Firesprocket on 01 February 2019, 01:06:24
I then popped the temporary crown/cap out of place and had to get it refitted this morning.  They used the 'stronger' adhesive this time.  Why not use it the first time?
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Daryk on 01 February 2019, 05:22:52
I had a similar problem when I chipped a tooth years ago.  They tried caps twice, which both popped off in short order, then just ground down the tooth.
Title: Re: 3055 Fed-Com Campaign in Northern VA Area
Post by: Jester006 on 05 June 2019, 22:40:44
Alrighty everyone.  Sorry for the delay.

After my ankle healed, I found out the store I was running the campaign at suddenly closed for "restructuring"...I've been running around trying to find other places close by that have enough space to run events.

After much consideration, I've decided to relocate to a place called Huzzah Hobbies in Ashburn, VA.  I understand that this change in venue will probably make the trip for some too inconvenient and won't be able to participate.

With the change in location, I was thinking about starting up a new campaign in place of the one we've been running.  I have several ideas, but I am open to requests.  Until a decision is made, I was going to run a few one-shot scenarios to maybe hook a few new people in and to get them up to speed on the rules of the game and such.

Let me know either in the comments or by PM what sort of campaign you all would be interested in running.

Until then, stay frosty!

Sincerely,
Jester
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 10 June 2019, 13:15:53
Ok, I will be hosting a grinder style game this coming Saturday June the 15th.  Players of all experience are welcome.  You can bring your own mechs and materials if you want.  Custom mechs will be allowed.

Just want to have a fun time and maybe hook some new people in to get a good core group of players built up for a campaign in the future.

No guts, no galaxy!

Sincerely,
Jester
Title: Re: Battletech Beatdowns in Northern VA
Post by: wantec on 10 June 2019, 14:00:40
Ok, I will be hosting a grinder style game this coming Saturday June the 15th.  Players of all experience are welcome.  You can bring your own mechs and materials if you want.  Custom mechs will be allowed.

Just want to have a fun time and maybe hook some new people in to get a good core group of players built up for a campaign in the future.

No guts, no galaxy!

Sincerely,
Jester
Probably can't make it this time (daddy duty), but for those that can, what time are you thinking?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 10 June 2019, 15:26:36
Thanks for reminding me there wantec.

The place the grinder will be held is Huzzah Hobbies.  Start time is 1 PM.  I figure 4-5 hours should be enough time to get a good number of turns in.

I'll be bringing in record sheets of some really common Clan and Inner Sphere mechs along with a random assortment of other things.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Grognard on 11 June 2019, 00:49:05
I wish y'all weren't so far north.  You're closer to PA than to Fredericksburg
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 11 June 2019, 22:49:15
I wish y'all weren't so far north.  You're closer to PA than to Fredericksburg

I assure you that Fredericksburg is closer to Huzzah hobbies than PA is  :) If you are interested in carpooling in the future you can send me PM.  I'm not going to make it up that direction this week.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 16 June 2019, 13:15:35
Alrighty.  Next game is Saturday June 22nd at Huzzah Hobbies.  Start time is 1 PM.

Scenario is House Marik has been developing a new weapon and the Capellans are looking to crash the party.

You can bring your favorite mech set in the time frame of the Fedcom Civil War or take what's available from the preconstructed forces.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 16 June 2019, 13:21:38
I'm still only a maybe at this point... I have to go down to Norfolk at some point, and it all depends on a mechanic, and when he can get a new engine for my truck...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 16 June 2019, 14:16:14
atm, I'm not available next weekend.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 16 June 2019, 14:27:34
Yep... logistics are the problem for those of us of a certain age...  It was easy in college, not even a chance when I was first working, and still hard now that retirement is less than a decade away...  Some day, it'll be easy again...  ::)
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 16 June 2019, 14:43:32
No worries.  I know next weekend is your bi-weekly meeting at Battlegrounds there Mat.

Hope the car situation gets resolved without any complications there Daryk.

These next several sessions I'm putting together is sort of testing the waters at the new venue.  Which sort of gives me time to steadily work on making some foam hills for a hex grid map.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 16 June 2019, 14:49:50
Cool... if you want any help with working in-game logistics, just let me know.  Accountant-tech isn't a deterrent for me...  ^-^
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 18 June 2019, 00:01:01
No worries.  I know next weekend is your bi-weekly meeting at Battlegrounds there Mat.
I'm not certain I'm headed there either.   I have an exterminator coming to my house that day who I thought I scheduled for a different weekend.  I'm likely late going to either, it would just be a later arrival to get to Ashburn/Leesburg area where the store is.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 18 June 2019, 04:44:58
It's looking more and more like Norfolk this weekend for me...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 19 June 2019, 21:15:16
I'm out of town this weekend, but I'll be down for coming in again once I get back.  Glad all is better again. 
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 19 June 2019, 23:08:45
It's looking more and more like Norfolk this weekend for me...

Hey, at least that means stuff is getting done...hopefully...

I'm out of town this weekend, but I'll be down for coming in again once I get back.  Glad all is better again. 

Sure thing.  I've still got to build up the player base, so no rush.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 19 June 2019, 23:10:20
Oh!  Before I forget.  I will NOT be in town on 4th of July weekend.  Gonna be going down to Norfolk to visit some old buddies of mine.

So I will NOT be running anything that weekend.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 22 June 2019, 21:05:27
So while only 2 people showed up this weekend to play (myself included), I managed to pique the interest of about half a dozen Warhammer 40K players who were playing in a tournament.

Hopefully I can convert a few of the heathens.

Due to the lack of players this weekend, I decided to push the scenario back to next week.  As a quick reminder, its Capellans attacking a Marik weapons facility.

If you wish to bring your own mech and want to play on the side of Liao, get any mech that's C3 capable around the FedCom Civil war era.

If you want to play as a Free-worlder, any Marik styled mech in the same era will work.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 22 June 2019, 21:33:26
Sorry I couldn't make it, but at least I managed to prevail upon the children to mow the damned lawn down here in Norfolk.  I have no idea what next weekend is going to look like.  I might have a car, I might not, but as long as Firesprocket or Tinyozora I should at least have transportation options...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 23 June 2019, 00:10:39
Well, at the very least I managed to play a game with Jatska.  He got to see how Improved JJs, ATMs, heavy lasers and C3 works.

Each of us picked 4 mechs at random from a folder.  He got a Supernova (atm variant), Stormcrow A, Pouncer and the LRM 20 Adder.

I got a Timberwolf D, Stooping Hawk F, Hunchback 2C (atm variant) and...a Locust 1S....

When I made the folder of record sheets, I rolled randomly for pilot skills; 1d4 for gunnery and 1d6 for piloting.  Got some interesting results.  For instance, the Supernova was a 2 gunner but a 6 pilot.

As for the game, the Locust didnt make it past turn 3.  The Adder soaked up WAAAY too much fire power.  It took 6 salvos from ATM 12s among some lasers.  It went down on turn 5.

Supernova was taking a lot of damage and fell a couple of times.  But then managed to come back with a vengeance on the Timberwolf and hit it with 1 ER Lrg laser and all 4 ATM-9s in one turn using HE ammo.  The ATMs alone did 96 damage.  The Timberwolf took it like a champ, but the Hunchback went down from the Pouncer and Stormcrow ganging up on it.

The Timber wolf ran to get partial cover from the Pouncer and Stormcrow while the Stooping Hawk was keeping the pressure up on the Supernova.

Timberwolf suffered an ammo explosion that took out it's right torso.  The pilot failed their consciousness check which then caused an automatic fall.  One of the hit location resulted in a through armor critical on the center torso.  Three hits were rolled which caused the 3rd engine hit.

The Stooping Hawk was whittling down the Supernova and managed to take off its left torso.  Stooping Hawk was dancing around, but the Supernova's aim was pretty damn good.  Ended up coring the Stooping Hawk 3-4 turns after the Timberwolf went down.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jatska on 23 June 2019, 14:14:07
It was fun and alot of people remarked on how they use to play but many were busy with a big tourney going on. Rolling that Locust was a funny moment, odd ball out of that mix lot. Puma ate his wheaties that day, was shocking to see him standing after all that. Im amazed you remember that much when at one point we couldnt remember if 2 or 3 of lasers hit that we rolled 10 seconds ago haha.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 23 June 2019, 20:28:12
I might have a car, I might not, but as long as Firesprocket or Tinyozora I should at least have transportation options...
I'm making my plan to be there so yes, I can pick you up.

1300 start on Saturday still?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 23 June 2019, 20:42:12
Cool, thanks!  And I see I was rushing on that last post and left out a few words...  :P
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 24 June 2019, 00:21:13
1300 start on Saturday still?

Yup.  1 PM at Huzzah Hobbies Saturday June 29th.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 27 June 2019, 20:32:22
So Jester, since I've not heard from Paul on if i can get my mechs, I've got a few blisters i'll bring with me to put together based on what others have with em. 

Also...how about a mixed mech/vehicle C3 lance? :D
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 27 June 2019, 21:04:56
Also...how about a mixed mech/vehicle C3 lance? :D

Hmmm, I'd have to know what vehicle(s) you have in mind.  The C3 force are a bunch of Capellans looking to do a smash and dash.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 27 June 2019, 23:43:32
So Jester, since I've not heard from Paul on if i can get my mechs, I've got a few blisters i'll bring with me to put together based on what others have with em. 
If you or anyone else needs a certain mech(s) just send me a message and I can pack it and bring it with me.

Hmmm, I'd have to know what vehicle(s) you have in mind.  The C3 force are a bunch of Capellans looking to do a smash and dash.
C3 Cappellans doesn't have that much variety according to the MUL during the Civil War period.  Even when toss in IS General selections and including vehicles there are only 36 units that have C3 when counting vehicles.  You are running the game so it is your call.  The FWL has more units that mount ECM than the CC has C3 units though  :(
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 27 June 2019, 23:47:08
Also as I'm looking at what to bring to the table is their some sort of BV balancing or fixed pilots you are going to assign so I'm not picking out something with a BV that I'll end up with a 6/6 pilot?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 27 June 2019, 23:57:22
C3 Cappellans doesn't have that much variety according to the MUL during the Civil War period.

Yes, standard Capellans dont have much in the way of C3; but who said these were standard Capellans?   >:D
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 28 June 2019, 00:06:10
Also as I'm looking at what to bring to the table is their some sort of BV balancing or fixed pilots you are going to assign so I'm not picking out something with a BV that I'll end up with a 6/6 pilot?

If you wish to fight on the Capellan side, bring any mech no slower than a 4/6 that is C3 capable with a 2/3 pilot.  No need to worry about what the adjusted BV is after adjusting for C3; I can always throw more Free Worlders on the table.

If you want to fight on the side of Marik, you can pick anything that is typical for the era.  Plan to have a 3/4 pilot.  If you have a mech in mind, let me know what the base BV is and I'll see make adjustments from there.

Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 28 June 2019, 00:19:18
I'm more than likely going to hop in on the FWL side.  I haven't decided what yet.  I figured pair it down to a list of 4 mechs with one at each weight class and pick out when I get there to best fit the side or just throw caution to the wind and play a Yeoman and own everyone ;D
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 28 June 2019, 10:32:32
If you wish to fight on the Capellan side, bring any mech no slower than a 4/6 that is C3 capable with a 2/3 pilot.  No need to worry about what the adjusted BV is after adjusting for C3; I can always throw more Free Worlders on the table.
Awww...I had a CPLT-K4 sitting around and a Sha Yu to pair it with, along with LRM carrier.  Find some master somewhere for the 4th.  But CPLT-K4 is only 3/5/3.

At least i'll have a Sha Yu.  Will depend on terrain for it i guess since it has an lrm5 for the c3 version's ranged damage >.>
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 28 June 2019, 23:59:21
Awww...I had a CPLT-K4 sitting around and a Sha Yu to pair it with, along with LRM carrier.  Find some master somewhere for the 4th.  But CPLT-K4 is only 3/5/3.

At least i'll have a Sha Yu.  Will depend on terrain for it i guess since it has an lrm5 for the c3 version's ranged damage >.>

The Capellan Order of Battle has an entire company of mechs with C3.  So if you dont have a mech with a master, one will be provided.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 12 July 2019, 17:17:59
Ok, next game is Saturday July 20th at Huzzah Hobbies starting at 1PM.

Format is you can bring any list of your own creation with a BV2 value of 14k or less.  This will be a team battle, but with a twist...You won't initially know who your teammates are.

Everyone will be dealt a poker card.  Clubs/Spades vs Hearts/Diamonds.  You can shoot at any unit whose side is unknown to you.  The only way to confirm what side someone is on is to have one of your units within 3 hexes and have LOS of an unidentified unit at the END of the movement phase.

When this occurs, the players who own those units will show their loyalty card ONLY TO THE PERSON(S) IN RANGE.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 12 July 2019, 17:21:05
Interesting idea!  Also, my wife just found the Compleat Strategist in East Falls Church (a little less than 3 miles from my house... walking distance!).  Have you looked into them?  She said they have very little gaming space, but not none...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 12 July 2019, 17:28:36
I don't know if I will make it or not.  Is there benefit for identification purposes if I bring something with an active probe?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 12 July 2019, 17:32:34
I have been to the Complete Strategist a couple times.  Each time I've been there it was a mess.  With all the product they have stacked up, it makes things very cramped.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 12 July 2019, 17:33:29
Rog, bummer.  Logistics continues to be the challenge of the adult gamer!  :-\
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 12 July 2019, 17:35:14
Interesting idea!  Also, my wife just found the Compleat Strategist in East Falls Church (a little less than 3 miles from my house... walking distance!).  Have you looked into them?  She said they have very little gaming space, but not none...
Parking around that area is a real bitch.  I went to the State theater for a show a couple years ago which is a couple blocks walk and  ended up circling for a bit before something opened up.  Also they are kinda like go light, lots of stuff crowding the place.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 12 July 2019, 17:45:31
Rog, bummer.  Logistics continues to be the challenge of the adult gamer!  :-\

If you need a ride, I can help out.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 12 July 2019, 17:52:08
Cool, thanks!  :thumbsup:
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 13 July 2019, 09:16:03
Parents are coming in this weekend, but I may be able to escape for a few hours for gaming.  May be bringing my brother along if I do escape. 

Daryk,
I dont want to promise to offer a ride yet, but I'll know by Thursday.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 13 July 2019, 09:18:59
Awesome, thanks!  I'll see about securing some more BBQ for the session...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 13 July 2019, 15:04:38
If I can make it, and if there's any interest, I'd like to run a short (maybe an hour long) scenario of the Wolf Skinners bailing out of their Union over Astrokaszy after your game culminates.  StratOps uses a vertically oriented map, but I have an idea to use a horizontally oriented map to better represent the scatter of the escape pods (7), 'mechs (12), vehicles (3), et al.  Granted, it's basically an exercise in dice rolling, but I think it could be fun to see how it shakes out.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 14 July 2019, 23:09:17
Ok, looks like I'm good to go for Saturday.  I'll be bringing my brother along to give the parents freedom to do whatever while we're out. 

Daryk,
Want to say noon at your place?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 15 July 2019, 02:20:43
I don't know if I will make it or not.  Is there benefit for identification purposes if I bring something with an active probe?

Didnt think about that.  Hmmm...

Tell you what, whatever the probe's range is, that'll extend the identification range by an equal amount.  ECM will nullify this of course.

If there is an odd number of people (not including myself), I will join the team that is short handed.  If there is an even number, I will take control of a neutral mech running around being a general pain in everyone's side.

However, if you kill the mech I'm running, whichever mech(s) that were involved in the kill will get one-time use re-reoll that can be used for anything; initiative, an attack or piloting roll, etc.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 15 July 2019, 07:13:15
Noon is good at the moment... I'll let you know how it goes.  The place where my daughter works actually ran out of food two and a half hours before closing yesterday, so I don't know what the BBQ situation will look like come Saturday...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 16 July 2019, 01:47:19
Didnt think about that.  Hmmm...

Tell you what, whatever the probe's range is, that'll extend the identification range by an equal amount.  ECM will nullify this of course.
Probe's range is 4, which isn't that impressive.  But it doesn't require LOS to detect a target and that always has its benefits.

Also just checking in to see if I'm limited to mechs only or can I bring other items such as BA, tanks, Protos?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 16 July 2019, 10:21:37
You can bring any/all of those things if you want.

However, with the probe, you still need LOS with them.  Yes the probes allow you to "detect" units, but you still need to identify which side they are on.  This is intentional on my part to try and force people to get close if they wish to find out who is on what side.

Once you identify someone, that knowledge is NOT to be public; so no sharing of information.  Process of elimination and reasonable deduction is fine.

For instance:

You and another person have identified each other as being friendlies.  Your teammate then identifies another person, whom you dont have information on, and opens fire against that person's unit.  Then it is reasonable to think the person your teammate shot at is not on your team.

You dont need to identify anyone to shoot at them, but you run the risk of shooting a teammate.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jatska on 21 July 2019, 00:17:40
This is Andrew, I left my prescription sunglasses there in lower area of table, the opposite side of where I was setup. I called the store already but if any of you grabbed them on way out, giving you guys a heads up. Also really fun games today, loved the torment.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 21 July 2019, 06:58:25
Hey Andrew!  I didn't see them when we were cleaning up, but I wasn't looking either... Sorry!
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 21 July 2019, 20:26:27
Thank you to everyone who was able to make it.  Hope everyone had fun.  I'll try and post the pictures I took.

In other news, the next game will be Saturday August 3rd at Huzzah Hobbies again, but with a start time of noon.  The scenario is set in 3050 smack in the middle of the Clan Invasion. 

The Falcons are at it again and have set their sights on capturing a Fed-Com world.  The local populace is evacuating and need time to finish the process.  Comstar also has one of their HPGs on the planet and have asked Fed-Com forces to assist in its defense.

The format for this game is if you wish to play on the Innersphere side, make a list of 15k or less.  That number may change if a confirmed number of IS players is greater than what I am expecting; but for now plan on bringing a 15k list.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jatska on 21 July 2019, 21:35:42
Got in contact with store and they found and have them for me!  :thumbsup:
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 21 July 2019, 21:51:02
Will confirm that I wont be there.  Good luck in defeating the clan menace everyone!
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 21 July 2019, 22:56:41
Got in contact with store and they found and have them for me!  :thumbsup:

Glad that got resolved nicely.  I know how much prescription sunglasses can cost.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 22 July 2019, 04:35:12
Glad to hear it Andrew!  :thumbsup:
Title: Re: Battletech Beatdowns in Northern VA
Post by: Nomad on 23 July 2019, 07:13:33
I have been to the Complete Strategist a couple times.  Each time I've been there it was a mess.  With all the product they have stacked up, it makes things very cramped.

By the way, there's another place on Lee Highway just up the road (toward Fairfax) called Victory Comics that looks like it can host games. Haven't had a chance to go in, but thought I'd let you guys know.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 23 July 2019, 16:33:13
Thanks for the heads up!  I'll have to check it out one of these days...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 01 August 2019, 00:08:46
I believe I'm going to stay home and slum it up this weekend.  With my sister in town later this month I will likely see folks next on the 31st assuming there is a game that weekend (it is the Saturday before labor day).
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 01 August 2019, 01:30:52
I believe I'm going to stay home and slum it up this weekend.  With my sister in town later this month I will likely see folks next on the 31st assuming there is a game that weekend (it is the Saturday before labor day).

No worries.  I'll be running the next game probably the 2nd or 3rd weekend in September.  I want people to start thinking about what sort of campaign they are interested in.

I would like for people to post the top 3 eras they would like to play in (top to bottom being most to least favorite) along with what faction.

For instance:

1)  Late succession wars, mercenary unit
2)  Early succession wars, house unit
3)  Jihad, Clan

First choice will be worth 3 points 2nd choice 2 and final choice 1 point.  I will tally the points for each era; most points gets the vote.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 01 August 2019, 04:19:28
For me:

1) Late Succession Wars, Small Mercenary Unit (working for Davion, Steiner, Marik, or the Canopians)
2) Late Succession Wars, Small House Unit (Davion, Steiner, or Marik)
3) Late Succession Wars, Small Periphery Unit (Lothian League, either long term Mercenary or "House")
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 02 August 2019, 01:25:57
1) Star League, any
2) Golden Century, any
3) Jihad, any
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jatska on 04 August 2019, 16:17:28
1. Homeworld Clan (Snow Raven, Blood Spirit, Goliath Scorpion)
2. Dark Age w/e most recent stuff is (Mercs/YourDudes, any bird faction)
3. Age Of War/Star League (Mercs/YourDudes, FWL, Lyran)

Like I said last game, Im ok with anything but 3025 since thats 99% of all games Ive ever played. Also love my bird factions.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 06 August 2019, 16:40:27
Alrighty people.  Next game will be Saturday, September 21st at Huzzah Hobbies starting at noon.

Thus far, it looks like a campaign set in the Star League era is brewing.  Be prepared to be playing the part of a mercenary company that has a mix of normal and primitive mechs.  However, that could change depending on the feedback.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 07 August 2019, 16:36:43
1. Late Succession Wars but the edge into Clan Invasion (3049ish) [gives that lvl1 for Daryk and lvl2 for Jatska] (Faction: Mercs (FEDCOM)/Draconis/Comstar (doing shadowy things)
2. FEDCOM Civil War (Mercs, Loyalists, pro-Victor, Cappies, hell anyone not Clan really)
3. Early Jihad, before alot of the lvl3 comes out (Mercs)

Not a huge fan of Star League era unless we're Royals and we're always fighting against the odds.  That could be interesting. 
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 10 August 2019, 08:22:19
I just talked to a guy at work who used to play back in college.  He drifted away (to 40K) when the clans hit.  I might be able to drag him over to Huzzah Hobbies for the next game, or at least to play something 3025 in parallel.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 10 August 2019, 11:58:57
I just talked to a guy at work who used to play back in college.  He drifted away (to 40K) when the clans hit.  I might be able to drag him over to Huzzah Hobbies for the next game, or at least to play something 3025 in parallel.

With Tiny's votes, it look like it'll be a Late Succession war era campaign starting off as a FedCom unit in Davion space stirring up trouble for the Kuritans.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 10 August 2019, 15:48:22
Perfect... unless he has something going on that weekend, I'm sure I can bring him in!  :thumbsup:
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jatska on 15 August 2019, 14:11:37
I know some of you are not fans of clans, so letting you all know Im open to trading IS mechs for clan ones from the KS. It depends on what final stuff looks like(more IS for trade) but I know Im gonna have a few dupes I will have no problem trading.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 15 August 2019, 14:58:52
I know some of you are not fans of clans, so letting you all know Im open to trading IS mechs for clan ones from the KS. It depends on what final stuff looks like(more IS for trade) but I know Im gonna have a few dupes I will have no problem trading.

I'll take you up on that offer.  With the current update of what mechs come in which packs, I'll have the following available for trading:

Supernova, Warhammer IIC, Cougar and maybe a Marauder IIC.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 15 August 2019, 16:14:46
Heh... I'd take you up on that if I was getting any clan 'mechs.  My plan at this point is to pledge $20 and add on all but one of the IS lance packs.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jatska on 15 August 2019, 20:38:46
Id for sure be interested in all 4 of those, infact heavy star was one of few I had down for 2 copies cause of my Super Nova love. If it helps any Daryk since Im open to trade you may wanna look into 300 pledge, it would be more than what you planned on spending but not too much and it might give you alot more to trade/ebay for more IS stuff. Im sure you already looked into it but if this info helps, you got a little bit of time to decide.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 15 August 2019, 20:45:39
I'll look into it tomorrow... too close to bed time at the moment...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 16 August 2019, 00:22:50
Recommend taking the discussion private and on the DL.  Rule 9 and all.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 16 August 2019, 02:08:37
Recommend taking the discussion private and on the DL.  Rule 9 and all.

Ahh, didn't know that was a thing.  Thanks for the heads up.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 20 August 2019, 23:04:48
Ok, I want you all to start thinking about designing a company as a group with the following guidlines:

12 pilots/crews with a base gunnery skill of 3 and a base piloting of 4
All starting mechs/vehicles are in the light weight class (25 tons or less) using 3025 tech level

You will, as a group, have 24 points to spend.  Spending one point can do one of the following:

Upgrade the base skill of a pilot/crew (no lower than a 1/2)
Upgrade the mech/vehicle to the next weight class
Upgrade the tech level of a mech/vehicle to the most current tech level.

For instance, if you wanted to upgrade a pilot from a 3/4 to a 2/3, then upgrade that pilot's mech to an assault class, that'll cost you 4 points.

Each player will then select a single pilot that will sort of be representing themselves and they will get to hand pick the mech that is applicable to the weight class and tech level; there will be certain restrictions however.  All other mechs will be randomly rolled for.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 21 August 2019, 04:30:13
Since you defined "Light" as 25 tons or less, what weight classes are you using?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 21 August 2019, 10:44:37
Since you defined "Light" as 25 tons or less, what weight classes are you using?

Thanks for catching my mistake.  I meant the original weight classes we're use to.  Light 35 tons or less, medium 40-55 tons, heavy 60-75 and assault 80-100.

Was late when I posted last night, wasnt thinking clearly.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 21 August 2019, 22:09:51
Ah, cool... thanks for fixing it!  :thumbsup:
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 21 August 2019, 23:00:23
Questions!

Ok, I want you all to start thinking about designing a company as a group with the following guidlines:

12 pilots/crews with a base gunnery skill of 3 and a base piloting of 4
All starting mechs/vehicles are in the light weight class (35 tons or less) using 3025 tech level
So this is an aggregate and we should all be pitching our ideas here to figure out what we are all thinking?

Quote
You will, as a group, have 24 points to spend.  Spending one point can do one of the following:

Upgrade the base skill of a pilot/crew (no lower than a 1/2)
Upgrade the mech/vehicle to the next weight class
Upgrade the tech level of a mech/vehicle to the most current tech level.
So a point spent= a 1 point reduction in both piloting and gunnery to a max reduction of 1/2?

Upgrade in tech level, how are we defining this?  Am I getting an upgrade to Star League tech, Dark Age tech?  Does it mean I just get to slap a Blazer Cannon everything, listen kill missiles, or whatever late Succession Wars shenanigans exist?

Quote
Each player will then select a single pilot that will sort of be representing themselves and they will get to hand pick the mech that is applicable to the weight class and tech level; there will be certain restrictions however.  All other mechs will be randomly rolled for.
So everyone is picking out their pilots from a pool of 24 points and then we roll the rest of the forces or did I understand that incorrectly?  Also what are the restrictions.  Inquiring minds want to know ;)
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 22 August 2019, 01:22:32
Questions!
So this is an aggregate and we should all be pitching our ideas here to figure out what we are all thinking?
So a point spent= a 1 point reduction in both piloting and gunnery to a max reduction of 1/2?

Upgrade in tech level, how are we defining this?  Am I getting an upgrade to Star League tech, Dark Age tech?  Does it mean I just get to slap a Blazer Cannon everything, listen kill missiles, or whatever late Succession Wars shenanigans exist?
So everyone is picking out their pilots from a pool of 24 points and then we roll the rest of the forces or did I understand that incorrectly?  Also what are the restrictions.  Inquiring minds want to know ;)

As to the first question, go ahead and post here so the other players can see and maybe bounce suggestions off of each other.

Spending 1 point on upgrading a pilot will upgrade both gunnery and piloting.  So going from a 3/4 to a 2/3 will cost 1 point, 3/4 to a 1/2 would cost you 2 points.

For upgrading the tech level of the mechs, it will give access for that particular mech to be a variant that has access to Star League and/or pre-Clan invasion equipment.  For instance, if you wanted to have a regular 7D Atlas, that wouldn't cost any extra points (other than the 3 points to upgrade the light to an assault).  If you wanted to have a more modern version of an Atlas you would need to spend a point.  Starting off, each mech can only be a 3025 variant.

The 24 points is to be spent amongst the entire company of mechs.  After a general consensus is made of what the company will consist of, each player will get to hand pick the mech for ONE pilot (its basically representing who that player is).  After everyone has picked their one mech, the rest will be rolled for.  I am creating a list of mechs for each weight class and tech level.  If you want to make some modifications on the mech you hand picked, I am open to that.

Basically, I'm looking for a company roster that will look something like:

Light mech (2/3)(tech up)
Medium mech (2/3)(tech up)
Heavy mech (2/3)(tech up)
Light mech (3/4)
Medium mech (3/4)
Heavy mech (2/3)(tech up)
Light mech (3/4)
Medium mech (3/4)
Heavy mech (2/3)
Light mech (3/4)
Medium mech (3/4)
Assault mech (2/3)(tech up)

Doesn't have to be in that format.  As long as you make it clear which mechs get upgrades in both class and tech and which pilots get upgrades.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 22 August 2019, 04:31:11
So a Blazer Cannon wouldn't cost any points?  >:D
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 22 August 2019, 08:59:49
So a Blazer Cannon wouldn't cost any points?  >:D

Correct.  If you all want to put a blazer on a couple of mechs in the company, I'd allow it at no extra cost.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 22 August 2019, 12:34:34
I myself was talking about mechs, like the SW Zeus, built with one.  Not so much retrofitting one.  But I guess we could do both.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 22 August 2019, 15:34:38
I think what he's getting at is that as long as the base mech chosen has a 3025 equivalent, it can be upgraded.  Since we're in 3040s, no 3050 designs yet. 

I'm good with this.  So the hardest part is either the pilot upgrades or the weight.  After THAT, then we can do tech upgrades. 

Can tech upgrades come after we find out the randomly chosen mechs are so maybe we can upgrade that Charger into something more useful?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 22 August 2019, 18:23:33
So if you hand-pick a mech, it can be any mech of that weight class and in the proper tech level.  If you want to make a few adjustments to that hand-picked mech, run the modifications by me first and we'll see what we can do.

For randomly rolled mechs, you can pick the variant but no modifications.  These mechs, and their pilots, represent the odd ball fellow mechwarriros that you will fighting along side.  Now if you come across some salvage and wish to make modifications to these mechs afterwards, knock yourselves out.

I wanted to give the hand-picked mechs a little bit more customization because that's suppose to be your personal mechs and due to the nature of where your pilots are coming from, you get to have a little bit more freedom in the mechs you have.

Now you can't go buck wild with the modifications.  For instance, if you wanted to take a King Crab and replace one of its AC20s with a gauss rifle, that should be fine.  Replacing both AC20s with gauss rifle on the other hand is a no.

If you want to move certain critical slots around, like moving the Hunchback's AC20 ammo to the same torso as its gun  :bang: , I'm perfectly fine with that as well.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 22 August 2019, 19:54:27
Hmmm... so how many points would a WVR-6M with a Blazer Cannon be?  Just 1 extra?  :drool:
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 22 August 2019, 20:04:36
Hmmm... so how many points would a WVR-6M with a Blazer Cannon be?  Just 1 extra?  :drool:

Correct.  If you wanted to upgrade the tech on that guy to have access to double heat sinks, I'd allow it and that would cost 1 extra point.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 22 August 2019, 20:09:32
Ohhh... now I'm really  :drool:
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 22 August 2019, 20:15:34
Here's the link to what I just whipped up in SSW: https://bg.battletech.com/forums/index.php?topic=66616.0

I'll (of course) take as many other points as I can get to improve the pilot...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 22 August 2019, 20:46:30
I think a group excel sheet would be really good for this.  That way anyone can make edits live and others can see and interact.

Let me know among the less technically inclined if this is a problem.

https://docs.google.com/spreadsheets/d/18SlewiSIYutLpEy1qRfD802m89OpQqUwoBtG2mpI2MI/edit?usp=sharing (https://docs.google.com/spreadsheets/d/18SlewiSIYutLpEy1qRfD802m89OpQqUwoBtG2mpI2MI/edit?usp=sharing)

This is an open link and once we have everyone in we can close it.  Or if you'd prefer, send me an email and we can go that route.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 22 August 2019, 21:03:42
I'm not particularly familiar with Google (and am not interested in an account), so I'm not sure if my changes are showing.  I went for 4 points total, as a head-capper with a 1 gunner was too tempting to pass up (2 for the pilot, 2 for the 'mech).
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 22 August 2019, 21:05:46
Dont need an account and it's all there.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 22 August 2019, 21:06:05
Cool, thanks!
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 22 August 2019, 21:31:58
Now as an option, you all can get up to 3 additional points for the company, but theres a catch.

Each extra point you take will mean one of the random mech pilots will have a flaw.  That flaw could be that they have a substance addiction.  They could be belligerent and charge out recklessly to engage the enemy. 

They could be so disruptive to company communications due to playing their custom speaker system over the radio to where it starts negatively affecting your initiative rolls.  Maybe they freeze in combat under high stress situations.

You wont know which flaws they have until it happens.  But hey, you all.get some pitty points for the potential screw over.  What's the worst that could happen?   >:D
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 23 August 2019, 04:35:02
I'm not sure we'll need the extra points, but we'll keep the possibility in mind...  ^-^
Title: Re: Battletech Beatdowns in Northern VA
Post by: Col.Matthew.Steiner on 23 August 2019, 11:34:32
Anything going down this weekend at Huzzah or Games and Stuff?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 23 August 2019, 14:53:39
Anything going down this weekend at Huzzah or Games and Stuff?

Not to my knowledge.  The MD group is playing the 14th and the game at Huzzah is on the 21st.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 24 August 2019, 13:43:09
With Sprocket's design laid out, I did some company planning.  Nothing set in stone just some idea for distribution of points.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jatska on 24 August 2019, 16:09:16
I'd like mine to be 2/3 Exterminator EXT-4A(the dumb down 3025 one), so 3 points I think that costs.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 24 August 2019, 16:45:39
Did you want to make any modifications to the base Exterminator?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 24 August 2019, 16:54:36
So all the points are spent that I'm tracking if my math is right.  Once others have reviewed the  distribution of points we can move on to random mech rolling by Jester.

Jester, the only thing I'd want to ask is if we can move mechs once selected within the company framework.  Like a panther in lance 1 doesnt make sense versus it being in lance 2.  So maybe a swap there or something after you randomize us.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jatska on 24 August 2019, 16:59:25
If I was gonna make any only minor stuff like removing machine gun/lrm for more heatsinks/armor and so it wont go boom. I never really done custom mechs.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 24 August 2019, 17:03:03
I'm hesitant on the last two 'mechs in the company.  If we're going to spend points on better tech, I think it would be better spent on heavier (more survivable) machines, or better pilots (who can be moved into better rides when they're salvaged).
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 24 August 2019, 17:08:05
Jatska, Just say you remove the machine gun and ammo for an extra heat sink.  That should be fine. 
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 24 August 2019, 17:08:58
I'm hesitant on the last two 'mechs in the company.  If we're going to spend points on better tech, I think it would be better spent on heavier (more survivable) machines, or better pilots (who can be moved into better rides when they're salvaged).
Sounds reasonable.  Wanna just make that third lance a lance of 3025 mediums?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jatska on 24 August 2019, 17:15:11
Well I might as well then upgrade to the Star League era one that has double heat sinks, but it was extinct I think at that time besides ComStar, and my old group would never allow that to happen so I went with the base one alive in that time.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 24 August 2019, 17:19:19
The Star League era one also has the Chameleon Light Polarization Shield, so I don't know if Jester will go for it (but if he does, off to the races!)

TinyOzora: That sounds like a good idea... we'll have to see what we roll...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 24 August 2019, 17:25:28
We've got a bit more flexibility.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 24 August 2019, 17:30:19
Cool... if we get an Urbanmech for the Light, it can go into the Support Lance...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 24 August 2019, 18:01:49
If I was gonna make any only minor stuff like removing machine gun/lrm for more heatsinks/armor and so it wont go boom. I never really done custom mechs.

That's an easy change, and I agree that adding on an extra heat sink will probably be better.

Jester, the only thing I'd want to ask is if we can move mechs once selected within the company framework.  Like a panther in lance 1 doesnt make sense versus it being in lance 2.  So maybe a swap there or something after you randomize us.

That perfectly fine.  You can mix and match the mechs for each lance, just as long as you have 12 and all the points have been spent.

The Star League era one also has the Chameleon Light Polarization Shield, so I don't know if Jester will go for it (but if he does, off to the races!)

That would be a no.  I gotta give you all some room to grow with salvage and other goodies.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 24 August 2019, 18:03:15
Thanks Jester... good to know I was thinking generally in the right direction.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 24 August 2019, 18:04:06
And of course I thought of another question right after I hit post... How would adding new players work?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jatska on 24 August 2019, 18:28:38
Ya the shield thing one I was trying to avoid. I seem to remember there being one where it was just base mech with double heat sinks and no special things but my memory could be hazy.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 24 August 2019, 19:01:52
And of course I thought of another question right after I hit post... How would adding new players work?

They can either choose which mech they want to be their own or they can choose a mech and swap it out for one in the same weight class and tech level.

I've also rolled for the random mechs assuming what is on the spreadsheet is the final decision.  You all got some good rolls and some ehh ones.  You all will get to pick which variants those mechs are, but you don't get to make any modifications to them.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 24 August 2019, 19:10:57
Looking at the spreadsheet, I think those rolls are awesome all the way around... we just have to move some 'mechs to better match movement rates.

Personally, I think we should have the stock Vulcan so we have an AC/2 in the mix.

The Shadow Hawk should swap into the Cavalry Lance, and the Whitworth into the Support Lance.  That makes the third one basically Recon again.  And with the P-Hawk and Vulcan paired up, the Scorpion and Hermes can too.  Split like that, that lance could cover more territory.  If we got with the stick Vulcan, anti-infantry capability is covered, so the P-Hawk can be a D without Machine Guns.  And if we could shift two points from the P-Hawk's CT to its Head, I'd feel a whole lot better about it.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 24 August 2019, 19:14:56
And if we could shift two points from the P-Hawk's CT to its Head, I'd feel a whole lot better about it.

As much as I like that idea (being the P.hawk is my favorite IS medium mech), I have to say no.  Later on if/when you want to modify its equipment you can add more armor to the head if and only if you somehow come up with spare tonnage through things like replacing its standard armor with FF, XL engine, dropping weapons, etc.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 24 August 2019, 19:34:28
Maybe drop half a ton of ammo out of a stock version?  ???
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 24 August 2019, 19:45:01
Maybe drop half a ton of ammo out of a stock version?  ???

Later on you can do that.  But for now, you have to stick with the stock.version of whichever variant you pick.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 24 August 2019, 19:52:42
Make sense... we can just light load it in the interim.  It's not like it needs 200 rounds...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 24 August 2019, 21:51:36
I just went into the spreadsheet to move things around as I suggested.  I also recommended the Davion variants of the Marauder and Warhammer (I think I got the designators right), and the Kurita Shadow Hawk for the second one of those (since TinyOzora focused on short range weapons with his; at the very least, that lance will now have something that can lob smoke).
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 24 August 2019, 22:22:48
The MAD-3D is 3025 tech.  You all paid the extra points to choose a variant with better tech.  If you wanted to take the bounty hunter or 2R variant, I'd allow it.  If you are also interested, you can take the 5D variant.  I know its a couple of years before it is actually suppose to be out, but its close enough.

If you are all fine with the 3D, you can upgrade the pilot then. 

Same goes for the Warhammer, the 6D is 3025 tech.  You can take the 7M or 7A if you all want; but if the 6D is fine with you all, upgrade the pilot.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 24 August 2019, 22:59:32
I'm in the WHM-7A and MAD-5D or MAD-BH (3044) camps.  The WHM-7A is just better and a good looking mech to give us that long range firepower. 

I feel the same in upgrading the mech over the pilot with the MAD but I'm split between the 5D and the BH (3044).  The BH has the same movement profile as Sprocket's Rifleman, so it wouldn't actually be as big of a liability as we think, though the MAD-5D brings a 4/6/4 movement profile with a good number of pulse lasers to deal with things getting in too close too fast. 

I agree with Daryk that the Phawk should be the 1D for the added HS.

Daryk, I disagree with the Vulcan.  Not sure why you picked the 2T over the 5T.  Not seeing the importance in a singular AC/2 over 3 addition medium lasers, 2 HS, 2 tons of armor.

Now that I'm home, let me whip up a custom for Jatska for that lvl1 Exterminator.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 24 August 2019, 23:06:17
Here you go Jaska.  Easy enough.  Allows for you to fire the mediums and stand still without any heat buildup.

Code: [Select]
Exterminator EXT-4B

Mass: 65 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Introductory
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-A
Production Year: 3007
Cost: 6,476,222 C-Bills
Battle Value: 1,355

Chassis: Unknown Standard
Power Plant: Unknown 325 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
    Jump Capacity: 150 meters
Armor: Unknown Standard Armor
Armament:
    1  LRM-10
    4  Medium Lasers
    1  Small Laser
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     104 points                6.50
Engine:             Fusion Engine                325                      23.50
    Walking MP: 5
    Running MP: 8
    Jumping MP: 5 Standard
    Jump Jet Locations: 1 CT, 2 LT, 2 RT                                   5.00
Heat Sinks:         Single Heat Sink             12                        2.00
Gyro:               Standard                                               4.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV - 168                 10.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     21           24       
                                 Center Torso (rear)                  7         
                                           L/R Torso     15           21       
                                    L/R Torso (rear)                  6         
                                             L/R Arm     10           16       
                                             L/R Leg     15           21       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Small Laser                                  HD        1         1         0.50
LRM-10                                       LT        4         2         5.00
2 Medium Lasers                              RA        6         2         2.00
2 Medium Lasers                              LA        6         2         2.00
@LRM-10 (12)                                 CT        -         1         1.00
                                            Free Critical Slots: 34

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      6    Points: 14
5j         2       2       1       0      3     1   Structure:  5
Special Abilities: SRCH, ES, SEAL, SOA

Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 25 August 2019, 00:27:10
If you wanted to have a sniper type with the Vulcan, the AC2 is the variant you all want.  But I dont think that's needed when you have the Phawk and the Scorpion in that lance
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 25 August 2019, 04:04:27
Sniping is exactly the reason for the singular AC/2.  Even with ER PPCs in the unit, the AC/2 still outranges them.  If we don't want the sniper, the Davion Vulcan is a fine choice.

The 7A Warhammer looks solid, and I lean toward the 3015 Bounty Hunter version of the Marauder over the 5D.  XL engines are just...  xp
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 25 August 2019, 06:30:25
I understand your problems with XL, I generally disdain them.  In this case however, it's on a mech with decent mobility and near max armor for a 75 tonner.  Based on the structure of our force, it's meant to stay back where the XL is less of a liability.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 25 August 2019, 06:35:08
Well, the BH variant has max armor, 3 PPCs, and the DHS to use them constantly.  Plus, we don't have to worry about tracking down Streak ammo...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 25 August 2019, 06:49:23
If your deadset against it, I dont think I can convince you for a singular use.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 25 August 2019, 06:51:22
I'm not deadest, but would like to hear opinions outside of the two of us...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 25 August 2019, 09:34:19
Agreed!
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 26 August 2019, 18:42:22
Sprocket and Jatska, need your input.

1. For our Marauder:
MAD-2R, MAD-5D, MAD-BH 3015, or MAD-BH 3044 with a 3/4 pilot, or MAD-3D with a 2/3 pilot
 BH = Bounty Hunter version

2. For out Vulcan:
 VL-2T or VL-5T?

Updated
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 26 August 2019, 20:57:05
Oh, I hadn't realized the 3D was still on the table with a 2/3 pilot... that's also pretty tempting.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 26 August 2019, 21:59:30
You could also take the MAD-2R.  It has CASE for the AC5 ammo and no XL engine.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 27 August 2019, 01:04:50
Yeah, 2R is solid too.  Updated options.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 27 August 2019, 01:20:43
I'm in favor of keeping the BH 3015 and here are the reasons why:

1) I'm not wild about the armor on the majority of the other Marauders.
2) there are consideration on resupply of armor and other gear that we may not be able to guarantee.  the 2R for example carries ferro armor as does a Shadow Hawk.  How long we can keep them or any double heat sinks in regular supply up for debate.
3) Assuming the BH Marauder takes it on the chin and loses a significant portion of DHS where we can't furnish replacements, I'm fairly certain I can make a usable version with only a minor drop off in damage with single heat sinks and maintain the armor profile.

As far as the Vulcan goes, I'd take the 5T at this point.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 27 August 2019, 04:36:48
Good points!  :thumbsup:
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jatska on 27 August 2019, 13:26:33
I dont know anything about different variants so pick whatever you want.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 27 August 2019, 13:45:11
I dont know anything about different variants so pick whatever you want.

The 2R and BH (3015) are the more durable variants because they dont have XL engines.  The 2R has 2 ER PPCs, 2 med lasers and an AC5afor weaponry weaponry.  The BH (3015) has 3 PPCs 5 medium lasers more armor and jump jets, but is slower.

The MAD-5D has 2 ER PPCs and a large pulse laser , jump jets and close to max armor, but has XL engine.  The BH (3044) has 2 ER PPCs and a gauss rifle max armor and jump jets, but is slow and has an XL engine.

The debate is do you all want more firepower or survivability?  The BH (3015) looks really tempting; it's basically an Awesome with jump jets.  Having a gauss, however, is also not a bad idea.  That decision must be made by you all.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 27 August 2019, 17:41:13
The BH 3015 also has DHS, so it can fire ALL the PPCs all day long... And it's the same speed as Firesprocket's Rifleman, so he'd have a battle buddy.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 27 August 2019, 20:36:32
Ok, Sprocket going BH 3015 will be the majority vote there as I'm basically abstaining as I like them all. 

The Vulcan debate comes down to Jatska as it's 2-1 for the 5T vs 2T variants and he'll put it in a tie and remain status quo.

Jatska, basically it's the 2T has an AC/2 that'll allow for extreme range pinging.  It's not alot but it can fire further than almost any other weapon in the game.  The 5T drops this for more medium lasers, armor, and Heatsinks making it a more traditional light hunting medium.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jatska on 28 August 2019, 23:28:21
My vote is for AC/2 cause when I think of Vulcan I think of AC/2 and warcrimes.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 29 August 2019, 14:55:21
Alright that settles that. 

Jester, I THINK the force is settled and should be good to go if you want to final scrub.

Also i think you have access to record sheets for the 4 customs. 1 in this thread and other 3 in the other forum topic area.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 29 August 2019, 18:50:16
Everything I've seen looks fine.  I'll use Heavy Metal to make up the customs everyone submitted so that way I can have them on file.

I will be using the spreadsheet to also keep track of each pilot's experience.  When a pilot gets enough XP to improve their stats, a roll will be made using 2d6. 

If a 3-9 is rolled, you all get to pick whether the gunnery or piloting improves.  Gunnery and piloting have to remain within 1 point of each other.  If double 1s are rolled, you still get to pick between a gunnery or piloting improvement, but the pilot acquires a random flaw.  10-11 is rolled, you may pick a skill instead of improving gunnery or piloting.  If double 6s are rolled, that pilot gets the skill and gunnery/piloting improvement.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 29 August 2019, 18:59:41
Oh ok... I was getting ready to offer AToW stats for everyone...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 02 September 2019, 00:55:09
Oh ok... I was getting ready to offer AToW stats for everyone...

Why do I feel like I just took away some kid's favorite toy?  Feeling kinda guilty now...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 02 September 2019, 01:54:19
No, that was the USB stick dying on me...  The good news is the spreadsheet I use for the Double Deuce game turned up as an Excel recovery, so I didn't lose two years of work on it.

Don't sweat it either way... I enjoy doing AToW, but will be just happy to be playing face to face!  :thumbsup:
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 07 September 2019, 23:16:54
Alright ladies, listen up!

Intel has intercepted a communique from one of our systems bordering Kuritan space that indicates it is the intention of the local system government to defect to the Combine.  Intel has also got confirmation the Kuritans are mobilizing to move in and take the system.  Obviously we arent going to let this happen, not after we fought so hard in 3039 to take it.

The regiment has been ordered to drop in, relieve local security forces of duty confiscating their weapons and equipment and repel any hostile force that is foolish enough to show their faces.

Rules of engagement are as follows:

You will not fire at local security forces unless fired upon. 
If local security forces are seen cooperating with any hostile enemy, you may engage at your own discretion
There are no sanctioned mercenary units operating in the system.  So any contact with an unidentified unit that is armed shall be considered hostile and you are authorized to use lethal force.

Be prepared to land under fire.  It's time to earn our pay and put Kurita in their place!  See you planet side.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 08 September 2019, 00:23:36
Ouch!  MIIO has already apparently dropped the ball here...  ::)
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 08 September 2019, 00:45:22
Ouch!  MIIO has already apparently dropped the ball here...  ::)

Well, at least they got wind of this before the DCMS made planetfall.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 08 September 2019, 02:18:43
True, true... hopefully one of them will be around to help us clean up their mess...  ;D
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 08 September 2019, 10:02:50
Jester, got some more of that...information? *scratch scratch*

Dropship, support personnel, supply lists, or is that too in the weeds for what you're wanting to do?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 08 September 2019, 10:05:47
I'm pretty good with spreadsheets, and wouldn't mind (and in fact, would enjoy) tracking all that...  ^-^
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 08 September 2019, 10:12:15
I'm pretty good with spreadsheets, and wouldn't mind (and in fact, would enjoy) tracking all that...  ^-^
We actually joked about that at the last get together at G&S.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 08 September 2019, 10:18:20
Heh... it's what I did for years in college for our campaign.  Of course, back then it was all on paper notes...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 08 September 2019, 10:33:34
Jester, got some more of that...information? *scratch scratch*

Dropship, support personnel, supply lists, or is that too in the weeds for what you're wanting to do?

Your company will be dropping in a standard Union drop ship.  I'm not going to go into detail about how much support personnel you all have.  As long as the drop ship doesnt get heavily damaged, you'll all have what you need to repair and refit your mechs.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 08 September 2019, 10:40:45
Standard Union?  So... ASFs?  :drool:
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 08 September 2019, 11:16:29
Standard Union?  So... ASFs?  :drool:

Aye.  2 Stingrays.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 08 September 2019, 12:26:08
Woo hoo!  Air support for all my friends!  :thumbsup:
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 08 September 2019, 14:16:17
Decent air support too, though I'd gave been happy with just recon asf.  It matters to have eyes in the air.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 08 September 2019, 23:37:51
Decent air support too, though I'd gave been happy with just recon asf.  It matters to have eyes in the air.

They can still fulfill that role.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 14 September 2019, 22:14:58
The company that I had you all spend points on is going to come into play later down the road in the campaign  >:D

The company will initially be consisting of the following:

Zeus 5T, Battlemaster 1Gb, Marauder 5D, Archer 2Rb, Rifleman 5M, Cataphract 2X, Griffin 1Ds, Axman 1N, Kintaro 18, Phoneix Hawk 3S, Wolfhound 1A and a Stinger 3Gb.

All pilots will have a 3 gunnery and a 4 piloting skill.  The 2 Stingrays are also a 3 gunner and 4 pilot.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 14 September 2019, 22:53:35
Interesting mix... I'm not actually sure how I'd organize it.  I'll have to review all the variants to make sure they are what I think they are...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 22 September 2019, 23:42:38
Ok, the company did a good job of pushing back the defecting forces from trying to overrun the landing zones.

But now Kuritan forces have made landfall and are massing for an attack.  This has given a couple days for the company to make repairs.

The Rifleman is practically a total loss.  The left arm and torso were completely destroyed which caused damage to the XL engine and its left leg was blow clean off with a triple crit.

The Wolfhound lost the arm and torso on the right side along with its right leg suffering hip and actuator damage.  While the damage can be repaired, theres not enough time.

The rest of the company will get brought back up to full fighting capability.  The Atlas you all salvaged can be repaired in time. 

The Jagermech 6S and Thunderbolt 5SE can be repaired back to fighting status, but only one of them.  That decision I will leave up to you all.

You all expressed a desire to use some of the captured/salvaged mechs in the fight that is looming ahead.  Here's what I assume will be on the list of 12 mechs you will be fielding:

Marauder, Zeus, Archer, Atlas, Cataphract, Griffin, Battlemaster, Kintaro, P.hawk, Axman

For the two remaining spots, you will have the following decisions:
A) Jagermech or Thunderbolt
B)  Firestarter 9H, Stinger, Commando 2D or Javelin 10N
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 23 September 2019, 00:03:24
Just looked at Huzzah Hobbies's calendar and I'm going to try for Saturday October 12th for the next game.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 23 September 2019, 00:06:18
I'm not real wild about either for A.  The Thunderbolt probably makes the most sense simply due to the better durability and jump jets.  If we plan on dealing with enemy aerospace fighters than the Jagermech may serve us better.  I'll defer to the consensus on that one.

Option B I am leaning toward the Firestarter and Javelin in that order.  The Firestarter has more armor than the Javelin.  The Javelin, while it has less armor, can serve as another crit seeker and has the jump jets to get over difficult terrain that the Kintaro can't traverse which ended up being an issue for me for a turn or two before the it began going off on a rampage.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 23 September 2019, 00:09:27
Just looked at Huzzah Hobbies's calendar and I'm going to try for Saturday October 12th for the next game.
I am fairly certain that is doable.  That is the weekend of Call to Arms in Williamsburg which I'm fairly certain most of the Richmond group will be attending.  That means no scheduling conflicts.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 23 September 2019, 04:32:02
For A, definitely the Thunderbolt!

For B, I'm with Firesprocket… that Firestarter was a huge pain to fight, and I'd like to share the love!  It's almost as fast the Stinger, and can likely perform the same kinds of duties without too much trouble.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 23 September 2019, 07:34:07
As we discussed after the game, the decision on the mech to take for the lights will be dependent on terrain and mission. 

I'd say the Thunderbolt is a more pressing repair to get up and running before facing a Kuritan assault force. 
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 23 September 2019, 12:52:01
The company has taken a defensive position in an area with hills and woods.  Satellite imagery and radar says theres a storm front that may be sweeping through the region.  Severity of it is changing.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 23 September 2019, 13:47:55
given that, I'd lean to suggesting the firestarter or javelin.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 23 September 2019, 17:37:55
Satellite imagery and radar says theres a storm front that may be sweeping through the region.  Severity of it is changing.
Is it mutating from a sprinkle to a hurricane?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 23 September 2019, 17:51:43
Is it mutating from a sprinkle to a hurricane?

Nah, nothing so terrible.  But it does look like there will be a bit of rain and heavy thunder.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 23 September 2019, 18:20:15
That's better for us as the defenders than for the Kuritans.  Still wish we had something with a Beagle, though...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 23 September 2019, 18:23:29
That's better for us as the defenders than for the Kuritans.  Still wish we had something with a Beagle, though...

Just remember that lightning likes to strike things at higher altitudes...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 23 September 2019, 18:37:26
That means THEIR ASFs aren't flying either...  ^-^
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 24 September 2019, 00:51:08
Depending on how bad the storm is and amount, if any, of gale wind it may make the Atlas and Archer mascots due the effects of wind and rain and the additional to hit penalties caused by the environment.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 24 September 2019, 04:28:35
The Atlas at least can still brawl, and I don't see any better options than the Archer...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 24 September 2019, 23:35:23
Quick question while I thinking about (though I know it isn't immediately relavent.  How difficult would be it be to convert mech from one stock version to another.  Thinking about the Jager specifically since it would be in the shop anyhow, but I have some thought in the back of my mind of one day using and Atlas Samsonov.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 25 September 2019, 04:35:29
The LRM Jaeger variant, I assume?  ???
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 25 September 2019, 11:20:21
More or less as a practical example, yes.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 25 September 2019, 12:43:01
If you have the time, you can essentially change the variant of a non-omni mech.

As to the Jager, you do not have the time to do a complete overhaul of its weapon systems.  That and the Jager's legs are being used to fix the Thunderbolt.

For the Atlas, if you want to switch the two rear firing medium laser to fire forward, that's fine.  Same goes for other small adjustments you all would like to make.  Like if you want to swap the Griffin's PPC to the other arm, that's doable.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 30 September 2019, 22:05:19
For those wondering what weather rules are going to be in effect:

There will be a +1 modifier to all shooting and piloting rolls.

While rain and wind are present, it's not enough to affect movement.  However, trying to set woods on fire will be a little more difficult.

Lightning strikes will be a hazard that will be present.  Along with receiving damage by taking a hit from lightning, 1d6 heat will also be applied.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 02 October 2019, 14:55:55
Oooo fun. 
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 02 October 2019, 22:21:44
I'm not sure we want our aerospace support flying in that.  Maybe counter-air (where they can fly above it), but certainly not ground strikes.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 03 October 2019, 23:59:13
Just finished putting the final touches on a set of hexagon hills that will be in use for the next game.  I would have put up some pictures, but the file size was too large.

Anyone know of a better way to post pics on this site?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 04 October 2019, 04:30:33
Last year, I'd have said use a hosting service like Photobucket... these days?  I don't know anymore.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 06 October 2019, 20:22:38
Hello and whatnot.
I had the fortune to run the ill-fated Rifleman (and post that glorious death the Griffin) for the inaugural game at Huzzah.
It looks like I'll be able to join again for some stompy mech action so I figured I better go ahead and get a forum account made.
I wasn't sure if there would be room on the FedCom side of things or not, but thought I would check.

Whomever told me that I would get sick of the bot filter for posts wasn't kidding.




Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 06 October 2019, 21:42:27
@Space Cat  Glad to see you on the boards!  Yeah the bot filter stuff is annoying, but IIRC it stops after you make 5 posts.

We got plenty of room.  I want to try and rotate people as to which side they play; especially when the campaign shifts to the actually meat of what I have planned.  I know of some people that, due to the irregularity they will be able to play, have said they don't mind playing the part of the opposition force.  I will be playing the part of the OpFor 99.99% of the time if more people are needed to push figures around.

Most of the time, we don't decide who plays on what side until the game is about to start.  Rule of thumb, I try to give players no more than 4 units to control.  There are exceptions to this ofcourse, but I think 4 per player is a comfortable amount.

As a reminder to everyone, next game is this coming Saturday October 12th at Huzzah Hobbies starting at noon.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 06 October 2019, 22:08:50
It's 10 posts sadly, but once you're at that point, never again will you be forced to prove you're human...  :thumbsup:
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 06 October 2019, 22:10:48
On a separate note, I wanted to know which weekend works better for everyone in November.  I was looking at either the 9th or 16th.  Let me know either in the thread here or by PM which works better for you and I will schedule the next game that works best for the majority.

I was not going to run anything in December; my schedule is waaay too busy that month to run a game.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 06 October 2019, 22:13:00
I'm going to lean toward the 9th, just to put distance between that and Thanksgiving... of course, that puts it closer to Veteran's Day...  :-\
Title: Re: Battletech Beatdowns in Northern VA
Post by: JadeHellbringer on 09 October 2019, 08:22:08
It's 10 posts sadly, but once you're at that point, never again will you be forced to prove you're human...  :thumbsup:

...Well, that and the blood sample. We're still waiting on yours, by the way.  ::)

..BLOOD, this time. So help me, if I find more stool samples in my mailbox...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 09 October 2019, 11:55:30
You say “my” blood...but if possession is 9/10ths if the law than what’s “my” blood is open to a lot of interpretation.

The 9th of November I believe works for me as well. Right in between work travel.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 09 October 2019, 17:35:54
the 9th for me is preferred as I'm out of town the weekend of the 16th.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 10 October 2019, 17:25:08
I believe either day will work for me.  I am 90% certain I will not be able to make it this weekend.  I have some sort of plague that you have been dealing with.  While I am 80% over it ( and thought I was the past two weekends as well), I am going to play it safe and also pass it onto others.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 10 October 2019, 17:28:03
Since Tinyozora is my usual transportation, the 9th is better for me...  ^-^
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 10 October 2019, 17:28:31
And if people want a game in December I can run a one shot.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 10 October 2019, 19:15:06
Totally down for that Sprocket
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 11 October 2019, 02:02:48
Totally down for that Sprocket

If folks want to let me know what Saturday in December is good and bad for them I can draw up plans.   I am not certain how many in the group post here vs. those that are casuals that show up.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 11 October 2019, 13:00:12
7th and 14th are doable versus the two around Christmas.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jatska on 11 October 2019, 19:40:23
Early Nov/December for sure is my vote.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 11 October 2019, 19:50:26
Earlier is better for me too...

And tomorrow is still up in the air for me... it depends on when my son is driving up from Norfolk...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jatska on 11 October 2019, 20:02:01
I wont make it tomorrow, Nationals game too important for me and its a afternoon one, short notice but didnt know they would still be in at this point.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 11 October 2019, 20:25:25
We'll miss you... good luck with the game!
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 11 October 2019, 21:11:44
I think there's going to be 5-6 people tomorrow.  Which is perfectly fine; 1 lance per person.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 13 October 2019, 00:12:52
Heres the aftermath of the last game.

Kurita vs FedCom.

FedCom Forces
Battlemaster 1Gb, Atlas 7D, Cataphract 2X, Archer 2Rb, Marauder 5D, Axman 1N, Zeus 5T, Phoenixhawk 3S, Firestarter 9H, Griffin 1Ds, Kintaro 18, Thunderbolt 5SE

Kurita Forces
Highlander 732, Cyclops 11A, Mauler 1R, Warhammer 6K, Catapult K2, Jenner 7K, Wolverine 6K, Grand Dragon 1G, Grasshopper 5J, Black Knight 7KNT, Dervish 6M, Spider 5K

Kurita's side was to take control of the battlefield while trying to inflict as much damage to enemy forces as possible.  FedCom was in a defensive position trying to repulse the DCMS.

It started off with Kuritans pushing up one flank with the Warhammer, Cyclops and Highlander along with a thrust in the center with the Black Knight, Grasshopper, Wolverine, Spider, Grand Dragon, Jenner and Dervish.  Catapult and Mauler taking position on the left flank.

Atlas, Cataphract, Battlemaster, Zeus, Kintaro advance against Catapult and Mauler.  Axman, P.hawk, Firestarter advance towards Highlander.  Marauder, Griffin, Archer and T.bolt stay back on hills to provide long range fire support.

Catapult advances to try and draw in the mechs advancing towards him.  Wolverine, Jenner and Dervish engage Cataphract, P.hawk and Firestarter at close range.  Firestarter takes 2 gauss rifles in the back and is cored.  Jenner is taken down by a combination of blistering fire from Archer & company and a kick from the P.hawk.  Catapult takes massive damage from the Atlas and Battlemaster and falls after being kicked by Battlemaster.

Catapult tries to disengage with Black Knight, Grasshopper, Spider, Wolverine and Grand Dragon trying to screen with Warhammer, Highlander, Cyclops and Mauler providing covering fire.  Black Knight becomes new target for FedCom and takes serious damage.  Catapult and Black Knight shutdown and are finished off the next turn.

Meanwhile the Atlas has been soaking up a devastating amount of fire.  It suffered several through-armor critical from the Mauler that took out both hips.  The Atlas had 250 points of armor shredded, both arms blown off and sustained 2 gyro hits and the pilot dying to multiple pilot injuries from head hit and multiple ammo explosions efore finally being rendered combat ineffective; I have house rules that make ammo explosions less deadly.

Battlemaster moved to engage the Mauler and proceeded to pummel it with weapons fire and physical attacks.  Eventually it took the Mauler's leg off.  The Axman finally got into close range and attacked the Warhammer doing some damage but was almost cored in 1 turn due to some accurate shooting from the Warhammer, Cyclops and Highlander.  Kintaro caused a couple engine hits to the Mauler.

Battlemaster then switched targets to the Grand Dragon and managed to take off one if its legs.  It was at this point we called the game due to time constraints.

In summary, the FedCom completely lost the Axman and Firestarter with the Atlas suffering crippling damage.  For House Kurita, the Jenner, Catapult, Black Knight and Warhammmer were complete losses with the Mauler and Grand Dragon being captured.  This was a decisive victory for the Fedcom.

However, a different FedCom company has come under attack where it appears Kurita has focused it main effort to try and break through the center in a classic divide and conquer strategy.  So the outcome of that fight will determine if the company that fought today will either press the advantage for a counter attack or if they will have to provide assistance to their fellow comrades giving them an chance to regroup.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 13 October 2019, 00:27:45
So now for the damage report.

As stated in my previous post, the Firestarter and Axman are complete write-offs.

The Atlas can be repaired, but it's going to take 4 days to do so.  The captured Jagermech is back to full fighting capacity as is the Wolfhound,

The Grand Dragon's leg will take 3 hours to replace.  The Zeus's ER PPC is fixed.  All armor is repaired and all ammo is refilled.

Now for the interesting things.  Depending what happens with the next game, will determine how much the Mauler can be repaired.  If you all win, you will have to option to either press the attack or to spend more time to repair.  If you lose the next game, you wont have time to do extensive repairs.

So if you all don't have more time, you can replace the Mauler's leg and fix the structure in the CT; but the mech will still have have 2 engine hits and some damage in the LT structure.  If you all have time for more repairs, it can be fully repaired.

The Rifleman has been worked on constantly since and will be able to return to service minus 2 double heat sinks if you dont have extra repair time.  If you do have extra time, you can have those 2 heat sinks replaced to bring it back up to fully repaired status.

I rolled to see what sort of replacement pilot you have to take over for the Atlas pilot that was killed.  They are a 3/4 with a skill tht I will determine at a later date.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 13 October 2019, 06:24:42
By "Skill", do you mean SPA?  ??? :drool:

As for the Mauler, obviously we need to win the next scenario...  ^-^
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 13 October 2019, 12:45:48
By "Skill", do you mean SPA?  ??? :drool:

As for the Mauler, obviously we need to win the next scenario...  ^-^

Aye, I rolled a 12 for the replacement and decided that he would have a special ability from campaign operations book.

As to the Mauler, you dont necessarily need to use it.  The Jager is fully repaired and the Rifleman is missing 2 DHSs bringing it down to 10; enough to fire both ultra AC 5s in rapid fire mode and both large lasers.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 13 October 2019, 16:11:11
Sweet!  :thumbsup:

With all the talk of Assault 'mechs in our future, I figured the Mauler would be a better partner for the Archer...  ^-^
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 14 October 2019, 00:51:51
Next game is going to be Saturday November 9th at Huzzah Hobbies.  Start time will be noon and go until 6 PM at the latest.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 14 October 2019, 00:54:19
I think the assault battle is this side mission, so Mauler can wait for repairs IMO.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 14 October 2019, 01:44:00
I think the assault battle is this side mission, so Mauler can wait for repairs IMO.

The outcome of this battle will affect the time you'll have to repair the Mauler though.  You'll at least be able replace it legs and repair the CT structure, but it's the engine hits that are a problem.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 18 October 2019, 18:48:05
So I rolled randomly to see what SPA the replacement pilot got and it was Speed Demon.  Kind of meh.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 18 October 2019, 19:20:14
Bummer, though it might help if we stick 'em in the Assault 'mech...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 18 October 2019, 19:25:24
Well, I’ll tell you all there will be 7 gauss rifles and 5 AC20s in the next game.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 18 October 2019, 20:02:49
 :o

Dare I ask "our side, or theirs?"  xp
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 18 October 2019, 20:09:42
"our side, or theirs?"

That's a matter of perspective.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 19 October 2019, 06:36:28
Something occurred to me... what table did you roll on?  Did it include the SPAs from the Companion?  ???
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 19 October 2019, 07:08:43
Something occurred to me... what table did you roll on?  Did it include the SPAs from the Companion?  ???

I rolled on the table in Campaign Operations.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 19 October 2019, 07:13:49
Hmmm... were you just re-rolling for the vehicle only SPAs, or skipping them in your count?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 19 October 2019, 08:06:08
Another possible way out of the "meh" would be to let us trade Speed Demon (a 2 point ability) for a 1 point one (like, say... Human TRO...).
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 19 October 2019, 10:13:15
Hmmm... were you just re-rolling for the vehicle only SPAs, or skipping them in your count?

I didn't include any non-mech SPAs in the roll.

Another possible way out of the "meh" would be to let us trade Speed Demon (a 2 point ability) for a 1 point one (like, say... Human TRO...).

That's fine.  You all can swap out Speed Demon for another SPA of your choice that is of lesser value,
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 19 October 2019, 10:40:13
Cool... for the benefit of everyone else, here's the list of possible 1-point SPAs (some of the short descriptions in the table don't match the long descriptions in the text, so I've tweaked the below to reflect the latter):

Forward Observer: unit improves accuracy of artillery fire when used as a spotter (-1 to hit, -2 when adjusting fire)
Heavy Lifter: Enables increased (+50%) lifting/throwing (carrying?) capacity
Hopper: unit may attempt Piloting Skill Roll when leg blown off; can "run" 2 MP with one leg
Human TRO:  +1 to critical hit rolls
Lucky: unit may reroll one failed attack and Piloting Skill/Control Roll per scenario
Melee Specialist: -1 to hit target number modifier and +1 damage for physical attacks
Oblique Artilleryman: Improves range by 10% and reduces scatter by 2 hexes for artillery weapon attacks
Oblique Attacker: -1 to hit target number for indirect fire, and enables indirect attacks without a spotter
Slugger: can wield an improvised club in one hand, enabling torso and free hand weapons to fire
Stand-Aside: unit can pass directly through enemy units with a Piloting Roll at +2, further modified by weight class differences
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 19 October 2019, 14:52:34
Human TRO seems the best general purpose ability.  Stand-Aside though looks interesting though for an Atlas in close quarters.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 19 October 2019, 15:25:20
Agreed, that's why I suggested it first.  The Mauler in particular would be an absolute TERROR with that SPA.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 19 October 2019, 22:49:40
Agreed, that's why I suggested it first.  The Mauler in particular would be an absolute TERROR with that SPA.

Only if the guy who was running it does so again.  I was also thinking about maybe giving the Atlas a bad quirk to represent the fact it’s 2 previous pilots died gruesome deaths.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 20 October 2019, 06:15:46
With the potential for up to 4xAC/2s, 2xERLLs, and 6 clusters from the LRM-15s, the Mauler could still live up to its name, even without the scary luck.

As for the Atlas, Bad Reputation makes the most sense, but Difficult Ejection could work.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 25 October 2019, 09:34:45
With the potential for up to 4xAC/2s, 2xERLLs, and 6 clusters from the LRM-15s, the Mauler could still live up to its name, even without the scary luck.

As for the Atlas, Bad Reputation makes the most sense, but Difficult Ejection could work.

Yes, let me have that sweet, sweet crit bonus with the Mauler...just remind me to make another sacrifice to the Dice Deities again before the 9th.
The RNG Old Ones require at least a goat.

Playing the OpFor actually got me interested in Kurita mechs, so I'm in the process of assembling/painting a couple of lances of them this weekend.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 25 October 2019, 11:46:41
As my knowledge of Battletech has increased over the years, I've found my taste for certain things change as well.

At first I was all about the House Steiner heavy metal (I was like 10 at the time).  Now I like the cavalry style in House Davion. 

I have also always been a PPC fanatic, so find myself gravitating towards Kurita variant mechs alot when I design free for all lists.  However, I've come appreciate LRMs much more than when I first started playing. 

One particular House that I dont have much interest for is Liao.  It isn't until they get access to stealth armor before I find Liao fun to play; they feel like the Inner Sphere's whipping boy until then.
Title: Re: Battletech Beatdowns in Northern VA
Post by: deathloc on 03 November 2019, 13:35:36
Any games going on this month?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 03 November 2019, 13:37:47
Jester said the next game is 1200 next Saturday (the 9th) at Huzzah Hobbies...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 04 November 2019, 03:09:27
Any games going on this month?

Jester said the next game is 1200 next Saturday (the 9th) at Huzzah Hobbies...

Correct.  This coming Saturday November 9th @ Huzzah Hobbies start time of noon.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Nomad on 04 November 2019, 14:05:19
Correct.  This coming Saturday November 9th @ Huzzah Hobbies start time of noon.

My better half has given me the green light to stop over for a bit next Saturday. Thought I’d come by for 2-3 hours and watch some of the action - figure it might be a good idea to introduce myself to everyone.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 04 November 2019, 14:52:00
My better half has given me the green light to stop over for a bit next Saturday. Thought I’d come by for 2-3 hours and watch some of the action - figure it might be a good idea to introduce myself to everyone.

2-3 hours is enough time to chuck some dice and blow stuff up.  Glad you'll have the opportunity to join us for a little bit.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 07 November 2019, 05:34:12
Found out late last night I can't make the game this weekend...  I'll be heading to Norfolk for family stuff.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 07 November 2019, 18:49:10
Found out late last night I can't make the game this weekend...  I'll be heading to Norfolk for family stuff.

No worries.  Have fun down in Tidewater.  FYI, there is a TON of construction on I-64.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 07 November 2019, 19:01:59
My wife tells me a lot of it has been recently completed, so that's not necessarily a bad thing.  The last time I drove it myself, they were almost done with the full three lanes from Norfolk to Williamsburg...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 08 November 2019, 20:03:50
I64 and completed are words that are never appropriately used as a combination in the same sentence.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 08 November 2019, 20:11:22
Heh... my wife isn't home from work yet, so we'll see if she really wants to drive down tonight, or if it'll be first thing in the morning...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 08 November 2019, 20:19:35
I64 and completed are words that are never appropriately used as a combination in the same sentence.

My thoughts exactly.  If ever I-64 does get completed, I know the end times are nigh.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 08 November 2019, 20:43:48
They actually finished the 5 mile section around Richmond ahead of schedule and under budget: http://richmond.i64widening.org/default.asp

When the other bit is done, the two lane section will be down to about 30 miles...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 09 November 2019, 08:36:19
I had an unexpected event come up this morning, I'll likely be about an hour or so late to Huzzah.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 09 November 2019, 09:48:41
I had an unexpected event come up this morning, I'll likely be about an hour or so late to Huzzah.

No worries.  There will be plenty of action going on; assuming theres no ridiculous string of head-caps happening.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 10 November 2019, 06:14:56
How did the game go?  Sorry I couldn't be there...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 10 November 2019, 12:26:01
How did the game go?  Sorry I couldn't be there...

The dice gods were not with the FedCom.  Granted I did give Kurita a 3k BV advantage and was expecting the FedCom to have a bit of a challenge; but the outcome was devastating.  Essentially the FedCom lost 2/3 of a company, Kurita lost 1 mech and had 4 others heavily damaged.

The damaged was spread out too much against Kurita.  For instance, in one turn FedCom hit a King Crab with 4 gause rifles, 3 PPCs, 6 medium lasers, 2 LRM 20s and 2 LRM 5s and nothing went internal.  Meanwhile Kurita, a couple turns later, manage to blow off the leg of a mint Nightstar.

I'll post a more in depth review.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 10 November 2019, 12:31:01
Ouch!  Even more sorry I missed it now...  :-\
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 11 November 2019, 15:09:35
The sign that dice gods are fickle was in the first two fire phases the Feds pumpes close to 30 damage on the Drac's Shootist in the center torso. 

The follow up turns resulted in the Shootist moving into partial cover with light woods.  A Fed Victor took the gift of an exposed money shot to my back, if he didn't get gunned down by the Drac's company.  The Dracs did their job and the fortunes favored the Shootist as the Victor completely wiffed.  Victor fails the psr and the possible kick to the head was averted.

2 turns later the Shootist is gifted the back of a Striker.  The Shootist misses with AC 20, but hit with the 2 MPLs.  I rolled 2 12s for location and the pristine Striker is toast.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 11 November 2019, 16:24:19
Ugh... ugly dice indeed!
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 11 November 2019, 16:38:16
The amount of PSRs failed for +20 damage by the Feds may have been over 50% too.  It seemed like everytime they got shot they fell down.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 11 November 2019, 16:50:39
OUCH!  xp
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 11 November 2019, 17:08:24
Alrighty then, here's a rundown of what happened last game.

Draconis Combine
Thunder Hawk 7x
King Crab 000b
Battlemaster 1G-DC
Hatamoto-Chi 27T
Marauder 2R
Shootist 8A
Crab 27
Mongoose 67
Scorpion 1N
Guillotine 3N
Stalker 3H
Awesome 8Q

FedCom
Nightstar 9J
Devastator 2
Longbow 7Q
Catapult C1
Hunchback 4G
Victor 9B
Shadow Hawk 2Hb
Raven 2X
Hussar 350D
Flashman 7K
Striker 2S
Vulcan 5T

The Combine had roughly a 3k BV advantage, but I was wanting to make this a challenge for the FedCom.

It started off with the Combine putting all but the Mongoose, Scorpion and Crab on their left flank.  The FedCom responded by moving their Nightstar, Devastator and Longbow to a central hill with excellent view of the battlefield.  All the FedCom light and medium mechs moved to counter the Combine's lights and mediums.  the rest of the FedCom mechs positioned themselves behind a hill.  The Devastator, Nightstar and Longbow were laying down long range fire as the Combine were closing the distance.

But instead of waiting for the Combine the Hunchback, Striker, Victor and Flashman were committed.  This resulted in a bloody exchange of short range firepower.  The Hunchback was nearly cored in one turn of shooting.  Its AC20 was put out of commission and it lost one of its medium lasers.  The Stalker took a head hit and suffered an ammo explosion that caused the pilot to pass out from injuries.  Both the Hunchback and Stalker fell over.

The next turn, the Combine shifted its focus to the Victor who had positioned himself to attempt to kick the head off of the Shootist.  The Hunchback stood back up and decided to try and finish off the Stalker.  The FedCom decided to focus on the Battlemaster who had started to close the distance to the Longbow.  The Victor took a withering amount of firepower, but managed to soak up all the damage including a PPC to the head.  However, the Victor missed its shot with the AC20, missed the kick on the Shootist.  It then fell over and landed on its head killing the pilot.

Meanwhile on the other end of the battlefield, the lights and mediums were content shooting at each other from medium and long ranges.  The Vulcan got unlucky and had its head shot off (there was a misunderstanding of how partial cover worked; by the time I found out what had happened it was too late to undo it all).  The Shadowhawk was doing a good job of keeping the rest of the Combine's mechs at bay however and was inflicting damage to the Scorpion which was starting to go internal in the legs.

After the Victor's unlucky fall, the Combine then focused on the Striker.  The FedCom had an extreme change of luck.  When it seemed the Striker was going to get off relatively unscathed (the Shootist missing with the AC20 along with some a lot of other weapons missing), the 2 medium pulse lasers managed to both hit the Striker's head cleaving it.  While all this is going on, the Hunchback was ignored while still picking on the Stalker; it had suffered 2 engine hits and lost a heat sink so it couldn't stand still and shoot its single remaining medium laser without building up heat.  The Guillotine decided to chase down the Flashman and engage it on its own.  The Marauder had one of its arms shot off from the Nightstar, Devastator, Longbow and Catapult ganging up on it.

The Combine decided to blow past the Flashman and have the Guillotine deal with it and concentrated on the Longbow.  They managed to knock it over, but no loss of any weapons or limbs.  The Fedcom then decided to focus on the King Crab who was getting dangerously close.  In one turn of shooting, the KC was hit by 4 gauss rifles, 3 PPCs, 2 LRM20s, 2 LRM5s and at least 6 medium lasers and nothing went internal; the dice gods decided to punish the FedCom yet again.  The Longbow then had its leg and one arm blown off and was essentially combat ineffective the rest of the battle.  The Combine decided to rush with its lights and mediums to try and cut off the FedCom's line of retreat.  The Thunderhawk destroyed a leg belonging to the Hunchback who was still trying to core the Stalker.  The Catapult had an opportunity the following turn after that to kick off the Thunder Hawk's head, but missed the kick and fell over.

The next turn, the Nightstar became the focus of the Combine with the King Crab still being targeted by the FedCom.  The King Crab almost lost its leg and took actuator damage knocking it over.  The Nightstar, however, had one of its legs completely blown off with little to no damage anywhere else (again, the RNG taking one side).  The Guillotine blew off one of the Flashman's legs that sealed its fate.  It was at this point we called the game.  We decided to see if the Stalker pilot could wake back up to get away from the Flashman and Hunchback who were so intent on completely coring it.  And wouldn't you know it...despite having 4 pilot hits, the pilot regained consciousness and saved his mech from total destruction.

In summary the FedCom would have only managed to escape with the Shadow Hawk, Hussar and Raven; all other forces would have been captured or destroyed.  The Kuritans lost the King Crab with the Battlemaster, Scorpion, Stalker and Marauder suffering heavy damage.  I have seen very few fights were luck was so one sided.  The FedCom was putting out a lot of damage, but it was spread out too much on the mechs they shot at.  The Combine on the other hand seemed to get much better damage groupings which was why they managed to shoot off so many legs.

The only thing I could think of that the FedCom could have done better was instead of committing the lance of the Striker, Victor, Hunchback and Flashman when they did, they probably should have waited for the Combine to close allowing more time for the long range fire support to soften up the Kuritans a little more.  That may have let the FedCom to bag another mech or two, but the dice were so lob-sided.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 11 November 2019, 17:32:08
Bummer... letting the Kuritans close our prepared positions sounds a LOT like advice I've given before...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 18 November 2019, 22:25:44
So now the company the campaign has thus been centered around has been forced to do a strategic repositioning to stop this breakthrough.  The Kuritan company paused just for basic armor repairs and ammo reloads and are now threatening to overrun battalion HQ. 

All FedCom aerospace has been scrambled to support other units who have become heavily engaged by Kuritan forces in an attempt to contain the breakthrough; meaning you will have no air support for the next mission.  Battalion HQ is in the process of evacuating from their current position within one of the towns.  HQ is also evacuating the local mayor and other civilians to get them to safety.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 20 November 2019, 01:38:27
So now heres a dilemma.

Do you all take the Mauler with 2 engine hits, or do you take a fully repaired Jagermech?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 20 November 2019, 05:31:43
Does the Mauler have DHS?  If so, I'm inclined to take it over the Jaeger...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 20 November 2019, 10:31:58
Does the Mauler have DHS?  If so, I'm inclined to take it over the Jaeger...

It does indeed
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 20 November 2019, 16:21:23
My question is more what is the objective of the battle.  Are we moving into contact and trying to drive them back or we still defending/holding the line? 

Moving into contact and pushing I'd say Jager for movement.  If defense, possibly Mauler, but that's a big risk.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 20 November 2019, 16:40:10
The company is being sent to push back the Kuritans who are threatening to overrun battalion HQ.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 20 November 2019, 17:03:16
Yeah, in that case I think the mobility of the Jager would be more useful probably.  Do we have any other reserves left other than the lights?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 20 November 2019, 17:39:32
No.  The other mechs that have been salvaged will take too long to repair or too damaged to even attempt to repair.

The Rifleman you all have will also be down 2 DHSs; which is manageable.  Everything else on it is fully repaired.

The only other mechs you have in reserve are a Commando and a Javelin.

Also, you may want to take some flak ammo...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 20 November 2019, 21:40:40
If they have air cover and we don't, the Mauler is the better choice, I think...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 30 November 2019, 14:37:29
Jester, been thinking about previous comments and did a slight redesign. 
Anyone, welcome thoughts. 

Code: [Select]
Shadow Hawk SHD-2Hb2

Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E-D
Production Year: 3050
Dry Cost: 5,730,557 C-Bills
Total Cost: 5,757,557 C-Bills
Battle Value: 1,636

Chassis: Unknown Endo-Steel
Power Plant: Unknown 275 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
    Jump Capacity: 150 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
    1  ER PPC
    1  Medium Pulse Laser
    4  Medium Lasers
    1  SRM-4
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    91 points                3.00
    Internal Locations: 2 LT, 5 RT, 2 LA, 1 RA, 2 LL, 2 RL
Engine:             Fusion Engine                275                      15.50
    Walking MP: 5
    Running MP: 8
    Jumping MP: 5 Standard
    Jump Jet Locations: 1 CT, 2 LT, 2 RT                                   2.50
Heat Sinks:         Double Heat Sink             12(24)                    2.00
    Heat Sink Locations: 1 LT
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Ferro-Fibrous                AV - 170                  9.50
    Armor Locations: 1 CT, 2 LT, 3 RT, 4 LA, 4 RA
    CASE Locations: 1 RT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     18           25       
                                 Center Torso (rear)                  8         
                                           L/R Torso     13           19       
                                    L/R Torso (rear)                  6         
                                             L/R Arm     9            17       
                                             L/R Leg     13           22       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
SRM-4                                        HD        3         1         2.00
ER PPC                                       LT        15        3         7.00
3 Medium Lasers                              RA        9         3         3.00
Medium Pulse Laser                           LA        4         1         2.00
Medium Laser                                 LA        3         1         1.00
@SRM-4 (25)                                  RT        -         1         1.00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      6    Points: 16
5j         3       3       1       0      2     2   Structure:  5
Special Abilities: CASE, SRCH, ES, SEAL, SOA

Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 30 November 2019, 15:38:31
Just for clarification, that is the custom Shadowhawk you want for the campaign correct?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 30 November 2019, 22:34:43
It would could be, yes.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 30 November 2019, 23:00:39
It has more cowbell.  So if Christopher Walken approves, it's good with me.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 01 December 2019, 11:21:05
I'm....confused. but sure.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 01 December 2019, 12:24:31
I suppose you haven't seen that particular SNL skit (https://www.youtube.com/watch?v=cVsQLlk-T0s)…  ^-^
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 02 December 2019, 00:07:57
No, I have, just not getting the context here.  Suppose that's fine.

From a tactical perspective which do you prefer, this build or the lb-10x build? :thumbsup:
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 02 December 2019, 01:26:24
Looking over the last spread sheet I could find, I'd keep the LB armed Shadow Hawk.  I like this new one more in a bubble, but I don't see that we have much in the way of crit seekers and the LB-X can do that and provide flak should we need it.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 09 December 2019, 13:06:24
Looking over the last spread sheet I could find, I'd keep the LB armed Shadow Hawk.  I like this new one more in a bubble, but I don't see that we have much in the way of crit seekers and the LB-X can do that and provide flak should we need it.

The decision is ultimately up to Jeff.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 09 December 2019, 13:07:45
Alrighty, I've got 2 days that I can run the next game.  I was wanting to push for either Saturday January 4th or the 11th.  Let me know which days work out best for you all so I can get the event posted on Huzzah's website.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 09 December 2019, 18:36:49
Either date should work for me.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 09 December 2019, 19:26:11
I can't plan that far ahead yet...  :-[
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 10 December 2019, 20:02:33
Both should be fine for me.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 17 December 2019, 23:49:07
Alrighty, I am going to go ahead and set the next game for January 11th at Huzzah Hobbies starting at noon.

This is going to be the final mission of the prologue.

The situation is the company the campaign has been centered around has been scrambled to contain the Kuritan breakthrough. Battalion HQ is being threatened and has requested assistance while they evacuate personnel and some local VIPs from a nearby town.

Local security forces are present and have proven to be trustworthy towards the FedCom.  While their morale is high, their equipment is sub-par.  Expect opposition forces to have air support and plan accordingly.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 18 December 2019, 05:30:30
Still voting for the Mauler...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 19 December 2019, 01:08:08
Still voting for the Mauler...

Probably a wise idea.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 10 January 2020, 15:07:59
I'll be bringing turkey and roast beef sandwiches for everyone
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 10 January 2020, 18:14:17
Cool... I think I'll be able to be there...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 10 January 2020, 23:55:33
Daryk, why you no answer texts. 

Jester, I'm going to stop and get something from the craft store to implement firing chits if you dont mind.  I think itll help alot with the fire phase.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 11 January 2020, 02:36:02
Sorry... missed them completely earlier!  I won't wake you at this hour with responses, but I do believe I'm still clear and would appreciate a ride!
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 11 January 2020, 09:47:22
I shall sadly not be there to wreak havoc with the Mauler. I’ve been roped into visiting the in-laws this weekend. I look forward to hearing about the metal mayhem.

A question for the group: does a base of infantry represent an entire platoon or 1/3rd of a platoon? Working on a Kurita mixed arms opp-for and can’t seem to find solid consensus.

...I’m still not free from the “not a robot” post checks.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 11 January 2020, 09:56:16
A question for the group: does a base of infantry represent an entire platoon or 1/3rd of a platoon? Working on a Kurita mixed arms opp-for and can’t seem to find solid consensus.

A base of infantry is a platoon, assuming it's at full strength.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 11 January 2020, 10:11:31
TacOps has optional rules for Squad Deployment, so it's possible to use units on the table below the platoon level.

And the "not a robot" checks go until you hit ten posts.  Number eleven won't make you do that.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 11 January 2020, 10:40:30
Ah, the alternate deployment rules were what was tripping me up. That makes sense now. I think for sake of book keeping using bases at the platoon level is likely the best option for me.

I’m so close to freedom from the tyrannical grip of our robotic overlords...soon I shall throw off the iron grip and post in freedom!
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 11 January 2020, 10:45:14
Free! Free at last!
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 12 January 2020, 00:05:11
Are you?  It looks like you only have seven...  ???
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 12 January 2020, 03:50:31
I’m so close to freedom from the tyrannical grip of our robotic overlords...soon I shall throw off the iron grip and post in freedom!

But never forget, Big Brother is always watching...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 12 January 2020, 17:27:58
As we discussed.

Code: [Select]
Hunchback HBK-4Gj

Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Introductory
Era: Age of War/Star League
Tech Rating/Era Availability: D/D-E-D-D
Production Year: 2572
Dry Cost: 3,614,875 C-Bills
Total Cost: 3,634,875 C-Bills
Battle Value: 1,071

Chassis: Unknown Standard
Power Plant: Unknown 200 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 120 meters
Armor: Unknown Standard Armor
Armament:
    1  Autocannon/20
    1  Medium Laser
    1  Small Laser
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      83 points                5.00
Engine:             Fusion Engine                200                       8.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 4 Standard
    Jump Jet Locations: 2 LL, 2 RL                                         2.00
Heat Sinks:         Single Heat Sink             12                        2.00
    Heat Sink Locations: 2 CT, 2 LT
Gyro:               Standard                                               2.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV - 160                 10.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     16           26       
                                 Center Torso (rear)                  5         
                                           L/R Torso     12           20       
                                    L/R Torso (rear)                  4         
                                             L/R Arm     8            16       
                                             L/R Leg     12           20       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Small Laser                                  HD        1         1         0.50
Autocannon/20                                RT        7         10       14.00
Medium Laser                                 LA        3         1         1.00
@AC/20 (10)                                  RT        -         2         2.00
                                            Free Critical Slots: 25

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 11
4j         3       3       0       0      2     0   Structure:  4
Special Abilities: SRCH, ES, SEAL, SOA, AC 2/2/0

Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 12 January 2020, 17:32:31
Hmmm... if you dropped one HS for another Medium Laser, the energy weapon heat would equal the AC/20, which is to say, it could jump and fire one battery or the other and be heat neutral...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 12 January 2020, 17:39:29
Done. 

Code: [Select]
Hunchback HBK-4Gj

Mass: 50 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Introductory
Era: Age of War/Star League
Tech Rating/Era Availability: D/D-E-D-D
Production Year: 2572
Dry Cost: 3,671,875 C-Bills
Total Cost: 3,691,875 C-Bills
Battle Value: 1,128

Chassis: Unknown Standard
Power Plant: Unknown 200 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 120 meters
Armor: Unknown Standard Armor
Armament:
    1  Autocannon/20
    2  Medium Lasers
    1  Small Laser
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      83 points                5.00
Engine:             Fusion Engine                200                       8.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 4 Standard
    Jump Jet Locations: 2 LL, 2 RL                                         2.00
Heat Sinks:         Single Heat Sink             11                        1.00
    Heat Sink Locations: 1 CT, 2 LT
Gyro:               Standard                                               2.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV - 160                 10.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     16           26       
                                 Center Torso (rear)                  5         
                                           L/R Torso     12           20       
                                    L/R Torso (rear)                  4         
                                             L/R Arm     8            16       
                                             L/R Leg     12           20       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Small Laser                                  HD        1         1         0.50
Autocannon/20                                RT        7         10       14.00
Medium Laser                                 RA        3         1         1.00
Medium Laser                                 LA        3         1         1.00
@AC/20 (10)                                  RT        -         2         2.00
                                            Free Critical Slots: 25

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 11
4j         3       3       0       0      2     0   Structure:  4
Special Abilities: SRCH, ES, SEAL, SOA, AC 2/2/0

Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 12 January 2020, 17:51:29
Nice, thanks!  :thumbsup:
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 12 January 2020, 19:14:01
And for completeness, here's that "Shatter Hawk" I mentioned in conversation.  I'd really rather have 2 more jump jets, but the armor was just too thin, and one ton of ammo wasn't enough...
Code: [Select]
Shatter Hawk SHD-220

Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Age of War/Star League
Tech Rating/Era Availability: D/D-E-D-A
Production Year: 2750
Dry Cost: 4,647,107 C-Bills
Total Cost: 4,667,107 C-Bills
Battle Value: 1,195

Chassis: Unknown Standard
Power Plant: Unknown 275 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
    Jump Capacity: 90 meters
Armor: Unknown Standard Armor
Armament:
    1  Autocannon/20
    1  Medium Laser
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      91 points                5.50
Engine:             Fusion Engine                275                      15.50
    Walking MP: 5
    Running MP: 8
    Jumping MP: 3 Standard
    Jump Jet Locations: 1 CT, 1 LL, 1 RL                                   1.50
Heat Sinks:         Single Heat Sink             10                        0.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV - 152                  9.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            8         
                                        Center Torso     18           20       
                                 Center Torso (rear)                  6         
                                           L/R Torso     13           20       
                                    L/R Torso (rear)                  6         
                                             L/R Arm     9            12       
                                             L/R Leg     13           21       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Autocannon/20                                LT        7         10       14.00
Medium Laser                                 RA        3         1         1.00
@AC/20 (10)                                  LT        -         2         2.00
                                            Free Critical Slots: 31

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 12
5/2j       3       3       0       0      2     0   Structure:  5
Special Abilities: SRCH, ES, SEAL, SOA, AC 2/2/0
Title: Re: Battletech Beatdowns in Northern VA
Post by: JadeHellbringer on 12 January 2020, 21:24:26
With my moving and all that done, and the holidays complete as well, I'm hoping to be able to start getting out to the occasional game- I'll keep an eye out here for the next event.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 12 January 2020, 22:06:30
Great!  Jester was talking about the second to last weekend in February, I believe...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 13 January 2020, 18:54:26
So Daryk, do we want the shadow Hawk or hunchback? We gotta pick one right now.

Also, itd be good to have you out again JHB, it's been a while. We were looking at 22 February.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 13 January 2020, 19:45:47
I hate to say it, but it depends... are we going to replace the other 4/6/4 stuff with faster 'mechs?  If so, then the Shatter Hawk is the way to go.  Otherwise, the Hunchback is the better choice.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 14 January 2020, 01:44:28
For those who were not able to attend the last game:

FEDCOM
Battlemaster 1Gbc
Grand Dragon 1G
Thunderbolt 5SE
Cataphract 2X
Phoenix Hawk 3S
Zeus 5T
Marauder 5D
Wolfhound 1A
Archer 2Rb
Kintaro 20
Jagermech 6S
Griffin 1Ds
Urbanmek 60
Urbanmek 60L
6 platoons of rifle infantry

KURITA
Thunder hawk 7X
Awesome 8Q
Shootist 8A
Hatamoto-Chi 27T
Mongoose 69
Crab 27
Marauder 2R
Guillotine 3N
Samurai x2 w/4 HE bombs each

The scenario was FEDCOM were trying to contain a break through and protect a town the Kuritans were looking to take.  There was a wooded valley surrounded by hills and a road that paralleled the woods that led to the city along with some other roads going in/out of the city that were flanked by hills.

The Kuritans started closer to the city entering on a corner.  The Urbanmeks and infantry were deployed in the city with the rest of the FEDCOM entering on the other end of the map on the Kuritan's left flank with the wooded valley between the two.

The FEDCOM entered the map in a dispersed formation for fear of bombing/strafing.  The first 2 turns of the game was pretty much the Kuritan aerospace playing havoc.  The FEDCOM did manage to heavily damage one of the Samurai forcing it to retire, but not before it put its bombs into the back of the Thunderbolt destroying some weapon systems in the process.  The Phoenix Hawk also came under attack by the other Samurai, but actually faired better.

The FEDCOM sent most of their mechs through the wooded valley; the Marauder, Zeus, Jagermek and Archer attempting to use the road while providing long range fire support and the Kintaro was rushing to the city to try and reinforce the Urbanmeks  Upon seeing this, the Dracs decided to pivot and meet the FEDCOM head on; all but the Mongoose shifted towards the wooded valley.  The Thunderhawk and Awesome took up positions to maintain overwatch on the city and to start laying down fire against the FEDCOM.  The Mongoose dashed into the city and was immediately fired upon by one of the Urbanmeks and some infantry platoons.  Instead of firing back, the Mongoose used its loud speakers to trh and sway the city defenders to join the side of House Kurita.  This actually caused one of the infantry platoons to switch sides.

The Grand Dragon quickly became the focus of Kurita as it closed to within short range.  It took about 3 turns to completely core it.  Soon afterwards, the Battlemaster was focused on.  Meanwhile, the Shootist started taking a lot of damage and had to retreat for a couple turns.  When that happened, the FEDCOM concentrated their fire on Marauder 2R; they managed to get 2 engine hits and a gyro hit followed by it falling over.  The Urbanmech with the AC10 tried to creep into a position to start harassing the Kuritans, but was cored in a single turn of shooting from the Awesome and Thunderhawk.

The Battlemaster may had lasted a bit longer, but the single remaining Samurai fighter managed to get a critical hit on the head taking out the cockpit in the last turn it was available due to fuel concerns.    The Wolfhound tried to harass the Thunderhawk from the rear, but was immediately engaged by the Mongoose.  Eventually the Wolfhound was forced to try and withdrawl, but was cored by the Mongoose.  The Kuritans sensed they had the upper hand and pushed their advantage.  The Awesome decided to charge directly into the thick of things.  But what they did not expect was the Kintaro finally managed to get in a position to fire at the Thunderhawk and through some luck die rolling it scored a hip and foot actuator critical hit along with an SRM hitting the head.  The Thunderhawk fell over and suffered another pilot hit causing him to pass out.  The Kuritans had the Mongoose and Shootist nearby to give the downed T.hawk some protection however.

The FEDCOM were clearly forced into a fighting withdrawl and had to abandon any plans to save the city.  In the process of the withdrawl, the Archer got caught in bad positioning and was taken out after about 3 rounds of shooting from the combined efforts of the T.hawk, Awesome, Guillotine and Hatamoto.

It was at this point we had to call the game for time constraints.  I would have said the Kintaro would have been able to down the Kuritan Marauder.  The Thunderbolt and P.hawk managed to retire from the field successfully along with the rest of the FEDCOM forces.

So in summary, FEDCOM lost an Urbanmek, Battlemaster, Grand Dragon, Archer and Wolfhound with the Thunderbolt, Phoenixhawk and Cataphract severely damaged.  Kurita lost the Marauder with the Shootist & Awesome losing alot of armor and the T.hawk sustaining its mobility damage.  Therefore it was a major victory for the Kuritans.

This brought an end to the prologue of the campaign with the FEDCOM losing control of the planet.  The survivors of the company have also been put under investigation for war crimes.  In an earlier scenario, the pilot of the Battlemaster deliberately went point blank to a defenseless mech and destroyed the head.  Also, there were some people of planetary militia who signaled SOS using their spotlights but were fired upon with no provocation.

Officially the company has been disbanded and thrown into the stockade for being complicit in the commission of these crimes.  However, there have been some pieces of forensic evidence that have been discovered that makes this situation suspicious.  Due to these suspicions, the survivors of the company have been given alternate identities and have been assigned to a group of mercenaries who have an....understanding with the House Davion.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 14 January 2020, 02:21:27
On a different note, wheres the best place to find the design quirks for particular mechs?  I have been able to find some on Sarna, but still having difficulty finding others.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 14 January 2020, 05:40:12
The Battlemech Manual has the most current list.  If you don't have that, Xotl's RATs used to have a list (which he removed when the BMM came out).
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 14 January 2020, 16:23:17
Why in the world does the Wolverine have 6 positive and 1 negative quirk.  Daryk, did they license you to write that section??
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 14 January 2020, 18:22:01
Heh... if they had, it wouldn't have been THOSE positive quirks...  ^-^
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 15 January 2020, 19:53:19
The Battlemech Manual has the most current list.  If you don't have that, Xotl's RATs used to have a list (which he removed when the BMM came out).

I was looking more for a database that listed the design quirks of each mech.  Like how do I know what design quirks (if any) does a Templar have?  Sarna has some mechs with their listed quirks, but lots are missing; like the Shadowhawk.

Also I am in need of reminding.  I know the vote was to have the mercenary company operate in the Lyran side of things in the FEDCOM, but where exactly?  I remember people talking about wanting to be in the area of space along the Kuritan border.  I heard the periphery.  I heard along Marik space.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 15 January 2020, 20:31:57
The BMM has that list too... it's on pages 90-95.

As for where we end up, all I can remember is that I was advocating the Periphery end of the Marik border, so we'd be facing Circinus.  Others were advocating for the other things you listed, but I'm not sure who was pushing for what...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 16 January 2020, 03:44:03
Well say it's in the south western corner where Steiner, Marik and the periphery sort of meet.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 16 January 2020, 14:20:21
from BattleTech Manual page 95, Templar has the 'easy to maintain' quirk.  Shadow Hawk has 'battlefists', 'Improved Life support', and 'ubiquitous'.  If you dont have BMM, i can look up whatever you need or you can borrow my book. 

yeah, Timbuktu is a fine base of operations.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 17 January 2020, 00:17:00
Found the pages with the list of mechs and their quirks; thanks for pointing me in the right direction btw.

After looking up what each of the mechs in the company have, everyone of them is fine with the exceptions of the Command Mech on the Marauder and Wolverine.

Due to many refurbishments, repairs, etc. the Marauder and Wolverine have lost some of their efficiency.  These quirks can be repaired provided the rolls are good enough.

I've already got the OPFOR selected for next scenario.  Your unit is part of a mercenary battalion that is being sent to hunt down a group of pirates that managed to raid and steal a supply shipment.  Reports said the pirates were mostly in hovercraft with some mech support.  Local security forces have been having trouble neutralizing the menace because the pirates seem to have a camp located in a region that is riddled with swamps and marshes.

But due to the high number of jump capable mechs in your company, you all have been given the task, nay, the honor of hunting down these pirates.  You primary objectives are two fold:

1) Find where the stolen supplies are
2) Neutralize the pirates

Time is of the essence though; the pirates tend to move their camp frequently.  Good hunting!
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 17 January 2020, 04:57:37
Good thing we have an Ostscout…  ^-^
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 17 January 2020, 12:53:03
Eeeeee can it be next month already.  :D

Going to hit up ed, that whitworth may still change but the rest should be mostly locked in.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 17 January 2020, 17:18:57
If it doesn't change, the Hunchback will be a good battle buddy for it.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 17 January 2020, 17:20:44
He's thinking Dervish with minor changes (ammo movement) or Wolverine-6M
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 17 January 2020, 17:39:32
You KNOW what my preference would be... and the Shatter Hawk would work just fine with it too...  ^-^
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 17 January 2020, 20:17:54
I've added some stuff to the company spread sheet about how much spare ammo, armor, weapons, etc. you all have available.  It comes out to around 1019 tons of supplies; which is pretty much the maximum you can squeeze into the drop ship (Union) when you take out the ASF bays.  The drop ship has a company of infantry onboard for security, so they're gonna take up space and you'll also need some space for food and water.  So we'll say 1020 is the maximum tonnage you can have for mech supplies; so you all have some wiggle room.

For those who don't have access to the spreadsheet, I've given a spare engine and gyro to every mech in the company.  I also gave enough spare weapons to replace every weapon on every mech once.  You all also have 300 tons of standard armor (total armor on mechs is 116 tons IIRC) and 100 tons of Ferro-Fibrous (which one mech has 8.5 tons of).  80 tons of standard internal structure and 20 tons of endo-steel.

For ammo, here's the break down:
LRM 20 tons
SRM 12 tons
AC20  10 tons
AC10  10 tons
AC10 (cluster)  10 tons
AC2  10 tons
MG  5 tons

30 spare single heat sinks and 20 double heat sinks.  30 jump jets for mechs less than or equal to 55 tons and 10 jump jets for mechs between 60 and 85 tons.

Feel free to talk amongst yourselves and make adjustments on the spreadsheet that is to your liking.  Jeff, I didn't want to post the link to the spreadsheet without your permission.  I'll let you decide if you want to message the link to the people that have recently joined.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 17 January 2020, 20:32:44
Sweet!  That's a hefty supply package there...  ^-^
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 17 January 2020, 21:39:51
If anyone needs the link, just PM me.  That should be fine.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 17 January 2020, 22:56:06
So just to make it official, the next game will be at Huzzah Hobbies on February 22nd starting at noon.

Due to the area where the mission is taking place being a giant swamp, any hex that isnt on elevated terrain will cost 1 additional movement point to enter.  Flyers, jumping, hovercraft, etc. ignore this penalty.  However, falling from level >= 1 or jumping can get your mech stuck.  If you jump or fall from the required height, you'll roll 2d6; you get stuck if you roll double 1s.  You can become unbogged in the following turn by making a pilot skill check and using 2 movement points.  You can also try to jump out provided you have jump jets that arent located in the legs.

Falling damage is also halved due to the softness of the ground.  The damage to your pride though wont be reduced.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 18 January 2020, 06:16:26
So we roll 2d6... what number to we have to beat to avoid getting stuck?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 18 January 2020, 10:19:27
Based on his wording, a straight PSR gets you unstuck.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 18 January 2020, 11:25:01
I just wanted to confirm it was a PSR...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 20 January 2020, 19:16:45
So... if I drop my gunnery and piloting for a point, could we get a BAP for the Ostscout?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 20 January 2020, 21:43:34
So... if I drop my gunnery and piloting for a point, could we get a BAP for the Ostscout?

Short answer, no.

BAPs are just starting to be remanufactured in the IS.  Since you all are a mercenary unit operating in the periphery, it's not going to be readily available.

Luckily, the Ostscout's sensors are good enough to operate as though it had a BAP.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 20 January 2020, 22:06:28
Rog... we'll see if there's anything else that might be worth cutting back from a 1 gunner...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 20 January 2020, 22:13:37
Well, that is only 1 of 2 pilots that have mechs with a head-capping weapon.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Stugg on 21 January 2020, 12:30:31
Just wanted to say hello! I played the urban mechs for the past few games. Thanks for helping learn the game! I had set up to play the Phoenix hawk but was thinking about the Hatchetman. I know we are allowed to replace the weapons in our mechs, but can we swap out for a larger engines? I have a load out on mechfactory but cannot figure out how to put it up here yet.

~Roy
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 21 January 2020, 15:03:37
Just wanted to say hello! I played the urban mechs for the past few games. Thanks for helping learn the game! I had set up to play the Phoenix hawk but was thinking about the Hatchetman. I know we are allowed to replace the weapons in our mechs, but can we swap out for a larger engines? I have a load out on mechfactory but cannot figure out how to put it up here yet.

~Roy

Glad to see you on the boards!

If you want to swap out the P.hawk for a Hatchetman with a bigger engine, you're more than welcome to.  You can post the specs here in whatever format you wish; just make sure the information is correct and clear.  I'll then use Heavy Metal to make a record sheet of the mech to print off.

Daryk has been rethinking if he should be running a mechwarrior with a 1 gunnery and 2 pilot skill.  If you can convince most of the other people to upgrade you mech or pilot, knock yourself out.  If you upgrade you pilot, they would go from a 3/4 to a 2/3.  If you upgrade your mech, you can either pilot a heavy mech instead of a medium, or you can take level 2 equipment for a medium.

We got plenty of time to talk things over and make tweaks here and there before the next game. 
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 21 January 2020, 19:16:16
We got plenty of time to talk things over and make tweaks here and there before the next game. 
Oh dont worry, Daryk and I are still theory crafting alot of stuff.

Stugg,
 you can just spitball what you want on that HCT and I can whip it up to put in here. 
Title: Re: Battletech Beatdowns in Northern VA
Post by: Gooner on 21 January 2020, 20:34:55
Is there room for a n00b in this one?  I'm down in C'ville but interested in coming up for the next round.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 21 January 2020, 20:42:12
Is there room for a n00b in this one?  I'm down in C'ville but interested in coming up for the next round.

Yup.  There will be plenty of units to divvy out.  Spoiler alert, the OPFOR is a bunch of hovercraft.  So if you're not familiar with how vehicles work, you'll get some of that experience.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Gooner on 21 January 2020, 20:47:50
Great!  I played MW:DA for a bit but this will be my first go at the real thing.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 21 January 2020, 21:02:03
Hovercraft?? Where'd we put that Thumper Artillery Cannon?  >:D

As for an up-engined Hatchetman, a customized Avenging Angel might be an easier sell...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 21 January 2020, 21:02:20
I'll be setting the game up at 11 AM on game day.  You're more than welcome to come early so I can give you a crash course of the rules or just to shoot the breeze.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 21 January 2020, 21:04:54
Hovercraft?? Where'd we put that Thumper Artillery Cannon?  >:D

You mean the one that shoots out t-shirts?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 21 January 2020, 21:06:18
They're as legit as Blazer Cannons during the Succession Wars...  ^-^
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 21 January 2020, 21:08:39
They're as legit as Blazer Cannons during the Succession Wars...  ^-^

AOE has pretty much been the best option against fast movers.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 21 January 2020, 21:10:01
Exactly... and you just gave us theorycrafters a reason to insert one...  ^-^
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 21 January 2020, 21:12:06
Exactly... and you just gave us theorycrafters a reason to insert one...  ^-^

That means its gonna give your S-4 more of a headache.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 21 January 2020, 21:15:54
We just have to talk you into converting our 20 tons of LRM ammo into 20 tons of TAC ammo... :)
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 21 January 2020, 21:49:02
I think with the changes being discussed, only the Exterminator and Scorpion will have LRMs.  So you can probably cut down on some of spare LRM ammo and drop 2 tons of SRM ammo for extra TAC rounds.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 21 January 2020, 21:51:24
I'll have to talk to Space Kat, but I'm thinking the TAC might be a good choice for the Scorpion...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 21 January 2020, 22:29:42
It's going to come down to if you want to keep jump jets or not.  Way I see it, if you want to keep the JJs, you'll have the TAC with 1 ton of ammo and 2 medium lasers.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 21 January 2020, 23:49:30
I would like to maintain a bit of balance and not get all one way or another, but that's me.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 22 January 2020, 00:02:07
I would like to maintain a bit of balance and not get all one way or another, but that's me.

If you all are going to take a TAC, then you may not need the Vulcan.  Having the MG and flamer for more precise infantry extermination does have its uses; especially if you dont want to commit any more war crimes by lobbing artillery in a populated area...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 22 January 2020, 00:19:45
Nah, we have a different idea for the vulcan  >:D
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 22 January 2020, 05:23:28
I will note a TAC fits on a Shadow Hawk just fine...  ^-^
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 22 January 2020, 19:26:22
Playing around in SSW, I can't help but notice a full on Thumper will fit on a Shadow Hawk too...  ^-^
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 22 January 2020, 19:38:27
Playing around in SSW, I can't help but notice a full on Thumper will fit on a Shadow Hawk too...  ^-^

Yeah, and not much room for anything else.  The decision is ultimately up to you guys.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 22 January 2020, 19:46:23
I'm sure we'll figure it out in the next week or two...  :)
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 22 January 2020, 22:14:11
Here's the no advanced tech version.  Endo and Ferro would get it the other two jump jets, max armor and CASE.
Code: [Select]
Thumper Hawk

Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Advanced Rules
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-A
Production Year: 3025
Dry Cost: 4,472,732 C-Bills
Total Cost: 4,477,232 C-Bills
Battle Value: 931

Chassis: Unknown Standard
Power Plant: Unknown 275 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
    Jump Capacity: 90 meters
Armor: Unknown Standard Armor
Armament:
    1  Medium Laser
    1  Thumper
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      91 points                5.50
Engine:             Fusion Engine                275                      15.50
    Walking MP: 5
    Running MP: 8
    Jumping MP: 3 Standard
    Jump Jet Locations: 1 CT, 1 LT, 1 RT                                   1.50
Heat Sinks:         Single Heat Sink             10                        0.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV - 152                  9.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     18           21       
                                 Center Torso (rear)                  6         
                                           L/R Torso     13           20       
                                    L/R Torso (rear)                  6         
                                             L/R Arm     9            12       
                                             L/R Leg     13           20       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Thumper                                      LT/LA     6         10/5     15.00
Medium Laser                                 RA        3         1         1.00
@Thumper (20)                                LT        -         1         1.00
                                            Free Critical Slots: 27

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 9
5/2j       2       1       0       0      2     0   Structure:  5
Special Abilities: ARTT, SRCH, ES, SEAL, SOA
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 22 January 2020, 22:29:55
Yeah, that's basically what I was expecting.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 24 January 2020, 13:22:23
So not that I'm not dying (2020 is trying to murder me, I've caught versions of the flu...twice) or experiencing drug induced fever dreams (bat country) what is left aside from the Ostscout in the merc company mechs?
I was discussing piloting the Ostscout with Jester and Daryk (that's the part of the discussion you were missing Tinyzora) but  this is a better format to discuss.
Stay healthy kids, Nurgle is not your friend regardless of what he promises you.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 24 January 2020, 13:30:12
Currently there is the Ostscout, a Vulcan 2T and a modified Hunchback that has jump jets.

There is a discussion amongst some of the guys whether they want to change one of the medium mechs to have a thumper canon for some direct fire artillery capabilities to better handle infantry and hovercraft.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 24 January 2020, 15:43:18
I'll have to talk to Space Kat, but I'm thinking the TAC might be a good choice for the Scorpion...

Tell me more....
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 24 January 2020, 17:48:54
A TAC (thumper artillery cannon) is a smaller version of the thumper artillery piece.

A TAC weighs 10 tons and takes up 7 crits.  It has a minimum range of 3 hexes, short is from 1-4, medium is 5-9 and long is 10-14.  It deals 5 damage to all units in the target hex and 2 damage to adjacent hexes.

There are 20 rounds of ammunition per ton and generates 6 heat when fired.

Daryk was considering having one of the mechs equipped with a TAC to handle any large infantry formations and as a way to deal with hovercraft.  Because when you make an attack with the TAC, you're targeting a hex instead of an actual unit.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 24 January 2020, 18:27:51
Hows this for an general purpose Scorpion with TAC? This is the first mech I've modified from stock, so if there's glaring blind spot feel free to critique.

Scorpion SCP-1N

Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Quad
Rules Level: Experimental Tech
Era: Succession Wars
Tech Rating/Era Availability: D/X-F-E-A
Production Year: 3025
Cost: 4,431,967 C-Bills
Battle Value: 919

Chassis: Brigadier 800F Standard
Power Plant: VOX 275 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: StarSlab/4 Standard Armor
Armament:
    1  SRM-6
    1  Thumper Art. Cannon
Manufacturer: Brigadier Corporation
    Primary Factory: Oliver (destroyed 2837)
Communications System: Garret 500A
Targeting and Tracking System: Garret GRNDTRK 9

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      99 points                5.50
Engine:             Fusion Engine                275                      15.50
    Walking MP: 5
    Running MP: 8
    Jumping MP: 0
Heat Sinks:         Single Heat Sink             11                        1.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: H+UL+LL+F    R: H+UL+LL+F
Armor:              Standard Armor               AV - 160                 10.00

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     18           30       
                                 Center Torso (rear)                  1         
                                           L/R Torso     13           24       
                                    L/R Torso (rear)                  0         
                                       L/R Front Leg     13           18       
                                        L/R Rear Leg     13           18       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
SRM-6                                        RT        4         2         3.00
Thumper Art. Cannon                          LT        5         7        10.00
@SRM-6 (Smoke) (15)                          RT        -         1         1.00
@SRM-6 (15)                                  RT        -         1         1.00
@SRM-6 (Tear Gas) (15)                       RT        -         1         1.00
@Thumper Cannon (20)                         LT        -         1         1.00
                                            Free Critical Slots: 22

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 9
5          2       2       0       0      2     0   Structure:  5
Special Abilities: ARTTC, SRCH, ES, SEAL, SOA

Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 24 January 2020, 18:51:10
You could probably drop one heat sink as you maximum heat generation is 9.  You could also maybe drop 1 ton of ammo for the SRM.  You'll then have 2 tons to work with which you can then add 3 JJs and a half ton of armor.

You could also strip off the SRM entirely to put a medium laser on to have at least one non-ammo dependent weapon.

One version I saw was with a TAC with 1 ton of ammo, 2 medium lasers, 5 JJs and 1 extra heat sink for a total of 11 and 11.5 tons of armor.  You could drop a half ton of armor to add a half ton of smoke ammo for the TAC.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 24 January 2020, 18:55:00
I was thinking more Shadow Hawk than Scorpion... It'll have jump jets that way.  If we have to burn a point for "advanced" tech to get the TAC, then it looks something like this:

Code: [Select]
TAC Hawk

Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E-A
Production Year: 3025
Dry Cost: 5,277,957 C-Bills
Total Cost: 5,344,957 C-Bills
Battle Value: 1,205

Chassis: Unknown Endo-Steel
Power Plant: Unknown 275 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
    Jump Capacity: 150 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
    1  Medium Laser
    1  LRM-5
    1  Thumper Art. Cannon
    1  SRM-2
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    91 points                3.00
    Internal Locations: 1 CT, 3 RT, 4 LA, 3 RA, 1 LL, 2 RL
Engine:             Fusion Engine                275                      15.50
    Walking MP: 5
    Running MP: 8
    Jumping MP: 5 Standard
    Jump Jet Locations: 1 CT, 1 LT, 2 RT, 1 LL                             2.50
Heat Sinks:         Double Heat Sink             10(20)                    0.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Ferro-Fibrous                AV - 185                 10.50
    Armor Locations: 6 RT, 4 LA, 4 RA
    CASE Locations: 1 LT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     18           30       
                                 Center Torso (rear)                  6         
                                           L/R Torso     13           20       
                                    L/R Torso (rear)                  6         
                                             L/R Arm     9            18       
                                             L/R Leg     13           26       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium Laser                                 RA        3         1         1.00
LRM-5                                        RT        2         1         2.00
Thumper Art. Cannon                          LT        5         7        10.00
SRM-2                                        HD        2         1         1.00
@Thumper Cannon (20)                         LT        -         1         1.00
@SRM-2 (50)                                  LT        -         1         1.00
@LRM-5 (24)                                  LT        -         1         1.00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      6    Points: 12
5j         2       2       1       0      2     0   Structure:  5
Special Abilities: ARTTC, CASE, SRCH, ES, SEAL, SOA

Wait a second... we can do half tons of ammo? ???
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 24 January 2020, 19:10:02
You wont have to burn the point for the TAC.  But if you want to spend the point to give it DHSs, endo-steel, etc. go right ahead.  That decision is ultimately up to you all.

My offer of obtaining extra points for a random pilot flaw is still on the table...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 24 January 2020, 19:55:56
Cool... a TAC Shadow Hawk without advance tech can either drop the HS or the SRM-2 with no other changes.  If it drops both, it can get the 2 extra jump jets and another ton of armor.

And I'm still wondering about the half ton of ammo thing...  ???
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 24 January 2020, 20:02:13
Upon review, another version of the Scorpion TAC. This version takes Endo Steel and swaps the SRM-6 for an SRM-4, some energy weapons and jump jets. I thought the LRM-5 might not be necessary as it's primary purpose is lobbing arty at hexes and the extra five missiles seems redundant, but the extra close in weapons at least offer some deterrence from swarming it. The quad chassis makes hiding behind level 1 terrain extremely efficient.
I'm trying to find a list of pilot flaws, because I would probably be up for that. I've never turned a way to screw up my own character in anything before  :)).

Scorpion SCP-1N

Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Quad
Rules Level: Experimental Tech
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E-A
Production Year: 3025
Cost: 5,191,854 C-Bills
Battle Value: 1,162

Chassis: Brigadier 800F Endo-Steel
Power Plant: VOX 275 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: None
    Jump Capacity: 150 meters
Armor: StarSlab/4 Standard Armor w/ CASE
Armament:
    1  Medium Laser
    1  Thumper Art. Cannon
    1  SRM-4
    1  Small Laser
Manufacturer: Brigadier Corporation
    Primary Factory: Oliver (destroyed 2837)
Communications System: Garret 500A
Targeting and Tracking System: Garret GRNDTRK 9

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    99 points                3.00
    Internal Locations: 1 CT, 1 LT, 8 RT, 1 FLL, 1 FRL, 1 RLL, 1 RRL
Engine:             Fusion Engine                275                      15.50
    Walking MP: 5
    Running MP: 8
    Jumping MP: 5 Standard
    Jump Jet Locations: 1 CT, 1 FLL, 1 FRL, 1 RLL, 1 RRL                   2.50
Heat Sinks:         Double Heat Sink             10(20)                    0.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: H+UL+LL+F    R: H+UL+LL+F
Armor:              Standard Armor               AV - 176                 11.00
    CASE Locations: 1 LT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     18           29       
                                 Center Torso (rear)                  6         
                                           L/R Torso     13           20       
                                    L/R Torso (rear)                  6         
                                       L/R Front Leg     13           20       
                                        L/R Rear Leg     13           20       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium Laser                                 HD        3         1         1.00
SRM-4                                        RT        3         1         2.00
Small Laser                                  RT        1         1         0.50
Thumper Art. Cannon                          LT        5         7        10.00
@Thumper Cannon (20)                         LT        -         1         1.00
@SRM-4 (25)                                  LT        -         1         1.00
@SRM-4 (Smoke) (25)                          LT        -         1         1.00
                                            Free Critical Slots: 2

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      6    Points: 12
5j         2       2       0       0      2     0   Structure:  5
Special Abilities: ARTTC, CASE, SRCH, ES, SEAL, SOA

Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 24 January 2020, 20:10:52
The only tweak I'd offer to that design is to move one point of armor from the head to the front CT to round it out to 30...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 24 January 2020, 20:17:50
But..what if 29 is my lucky number?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 24 January 2020, 20:18:46
It won't save you from two gauss rifle hits to the CT...  ^-^
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 24 January 2020, 20:33:18
And I'm still wondering about the half ton of ammo thing...  ???

What in particular are you wondering?

I'm trying to find a list of pilot flaws, because I would probably be up for that. I've never turned a way to screw up my own character in anything before  :)).

The list is of my own diabolical creation.  My offer is that the company can acquire 3 more points for pilot/mech upgrades; but for every extra point that is taken, one random pilot will receive a random flaw that is unknown until a situation occurs where the flaw is applicable.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 24 January 2020, 20:44:43
I thought you said "no" to fractional accounting, which is what is necessary for half ton lots to be legal...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 24 January 2020, 21:14:59
I thought you said "no" to fractional accounting, which is what is necessary for half ton lots to be legal...

I have no problem with doing half tons of ammo.  I dont want to do anything less than half ton allocations of arms & equipment.  Its things like having the endo-steel structure of a 55 ton mech weighing 3 tons instead of 2.75 tons is what I want to avoid.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 24 January 2020, 21:17:29
Quarter tons aren't so bad, and the Paramedic gear and ER Micro Lasers weigh that much exactly...  I can understand not wanting to argue individual points of armor, though...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 24 January 2020, 22:06:13
I'm mostly limiting the tonnage allocations to a minimum of half tons to represent some of the inefficiencies that exist in the IS.  If/when you guys come across a culture of people with advanced tech that know how to squeeze every amount available space out of a mech, we can revisit this discussion.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 24 January 2020, 23:52:20
Reminder that the scorpion is claimed already so it would have to take the place of the Vulcan or hunchback to get that TAC mech in, though I could always redesign my own shadow hawk if that's what's wanted.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 25 January 2020, 06:17:08
So I've been having a hard time going to sleep and decided to make different lists for the OPFOR next game.

You all dont think 20 Saladins is too much do ya?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 25 January 2020, 07:23:29
Ok, TWO TACs!  :D
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 25 January 2020, 19:17:20
OK, a number of PMs were flying back and forth while I was at work today (no rest for the wicked and all that).  The below is all my opinion and absolutely subject to debate by any and all involved.

In my opinion, we need a few things in the company to ensure we are fully mission capable.  These are:

At least one head capping weapon (and I'm even willing to give up my beloved Blazer Cannon if we have another one).
At least one sniping weapon (preferably an AC/2 for maximum range, but I could be talked into an ER PPC).
At least one AOE weapon (a Thumper Artillery Cannon being the lightest one available).
A Cavalry (5/8/5) lance.
A Recon lance (at least 6/9/6).
A solid base of fire at whatever speed (though 3/5/3 is the preferred minimum).
An Active Probe capability (currently filled by the Ostscout's Improved Sensors quirk).

Nice to haves include:
If everything is jump capable, we don't need jump packs ever.
More energy weapons means less ammunition to buy,
An initiative bonus would be nice, but Jester has already said that will involve a difficult repair roll.
ECM capability would be nice, but seems to only be available via Raven at this time.

EDIT: Got distracted and forgot to add:
Indirect fire ability is absolutely nice, but requires a lot of tubes to be worthwhile, and LRM ammo is EXPENSIVE!
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 25 January 2020, 19:42:51
1. At least one head capping weapon (and I'm even willing to give up my beloved Blazer Cannon if we have another one).
2. At least one sniping weapon (preferably an AC/2 for maximum range, but I could be talked into an ER PPC).
3. At least one AOE weapon (a Thumper Artillery Cannon being the lightest one available).
4. A Cavalry (5/8/5) lance.
5. A Recon lance (at least 6/9/6).
6. A solid base of fire at whatever speed (though 3/5/3 is the preferred minimum).
7. An Active Probe capability (currently filled by the Ostscout's Improved Sensors quirk).

Nice to haves include:
8. If everything is jump capable, we don't need jump packs ever.
9. More energy weapons means less ammunition to buy,
10. An initiative bonus would be nice, but Jester has already said that will involve a difficult repair roll.
11. ECM capability would be nice, but seems to only be available via Raven at this time.
12. Indirect fire ability is absolutely nice, but requires a lot of tubes to be worthwhile, and LRM ammo is EXPENSIVE!
1,2,4,5 (mostly),6,7 are all covered.
The WHM-7A already has 2x ERPPC covering #2. The Scorpion based upon Aaron's desires will probably end up being 5/8/5, but that's fine. 
We've also whipped up a Vulcan design that could be a better heavy scout along with the Phawk though it'll need that last point to get lvl 2 tech and then a decision to be standard or XL (6/9/6 vs 7/11/7).  Given the design's and also the quirk of the vulcan, it may well be fine to have an XL engine on a long range sniper/recon.

That just leaves the AOE weapon, I can just redesign the SHD to cover it. 
Jester, does the TAC count as level 2 or level 1 tech?  It was introduced in 3012.  If so, it's easily designed in lvl 1 and saves us a point for other use.

Code: [Select]
Vulcan Recon/Sniper

Mass: 40 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E-D
Production Year: 3050
Dry Cost: 7,469,933 C-Bills
Total Cost: 7,469,933 C-Bills
Battle Value: 1,338

Chassis: Unknown Endo-Steel
Power Plant: Unknown 280 Fusion XL Engine
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: Unknown
    Jump Capacity: 210 meters
Armor: Unknown Standard Armor
Armament:
    1  ER PPC
    1  Medium Pulse Laser
    2  Small Pulse Lasers
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    67 points                2.00
    Internal Locations: 1 HD, 1 CT, 4 LT, 2 RT, 4 LA, 2 RA
Engine:             XL Fusion Engine             280                       8.00
    Walking MP: 7
    Running MP: 11
    Jumping MP: 7 Standard
    Jump Jet Locations: 1 CT, 2 LT, 2 RT, 1 LL, 1 RL                       3.50
Heat Sinks:         Double Heat Sink             11(22)                    1.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Standard Armor               AV - 134                  8.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     12           17       
                                 Center Torso (rear)                  6         
                                           L/R Torso     10           15       
                                    L/R Torso (rear)                  5         
                                             L/R Arm     6            12       
                                             L/R Leg     10           19       

================================================================================
Equipment                                 Location    Heat    Critical    Mass
--------------------------------------------------------------------------------
ER PPC                                       RT        15        3         7.00
Medium Pulse Laser                           LT        4         1         2.00
Small Pulse Laser                            RA        2         1         1.00
Small Pulse Laser                            LA        2         1         1.00
                                            Free Critical Slots: 16

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 13
7j         2       2       1       0      2     0   Structure:  2
Special Abilities: ENE, SRCH, ES, SEAL, SOA

Code: [Select]
Shadow Hawk SHD-2Hb2

Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Succession Wars
Tech Rating/Era Availability: D/X-F-E-D
Production Year: 3050
Dry Cost: 4,873,407 C-Bills
Total Cost: 4,913,407 C-Bills
Battle Value: 1,098

Chassis: Unknown Standard
Power Plant: Unknown 275 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
    Jump Capacity: 150 meters
Armor: Unknown Standard Armor
Armament:
    2  Medium Lasers
    1  LRM-5
    1  Thumper Art. Cannon
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      91 points                5.50
Engine:             Fusion Engine                275                      15.50
    Walking MP: 5
    Running MP: 8
    Jumping MP: 5 Standard
    Jump Jet Locations: 1 CT, 2 LT, 2 RT                                   2.50
Heat Sinks:         Single Heat Sink             10                        0.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV - 152                  9.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     18           23       
                                 Center Torso (rear)                  6         
                                           L/R Torso     13           19       
                                    L/R Torso (rear)                  5         
                                             L/R Arm     9            14       
                                             L/R Leg     13           19       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
LRM-5                                        HD        2         1         2.00
Thumper Art. Cannon                          LT        5         7        10.00
Medium Laser                                 RA        3         1         1.00
Medium Laser                                 LA        3         1         1.00
@LRM-5 (24)                                  LT        -         1         1.00
@Thumper Cannon (20)                         LT        -         1         1.00
                                            Free Critical Slots: 30

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 11
5j         2       2       1       0      2     0   Structure:  5
Special Abilities: ARTTC, SRCH, ES, SEAL, SOA


Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 25 January 2020, 19:51:22
19 points of armor hurts my eyes!  :P
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 25 January 2020, 19:54:08
I didnt customize or move the armor.  That's just aitoplacement.this is for concept
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 25 January 2020, 19:59:37
As long as we fix it before it hits the table, all is good...

I just checked, and while I think it was a typo, you're right about an Orion being able to carry an LTAC...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 25 January 2020, 20:04:13
Playing around in SSW, I see a TAC could get an Orion to jump...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 25 January 2020, 20:13:33
Code: [Select]
   
 orion 
 3025 IS Heavy

Original:  https://battletech.rpg.hu/mechfactory_frame.php?call=displaymech&id=10000002

Source: My Own Custom /
Type/Model: orion 
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 4, Experimental design

Mass: 75 tons
Chassis:
Power Plant: 300 Fusion
Walking Speed: 43.2 km/h
Running Speed: 64.8 km/h
Jump Jets: 4 Standard Jump Jet
Jump Capacity: 120 meters
Jump Jet Manufacturer:
Armor Type:  Standard
Armament:
 1 Medium Laser
 1 Medium Laser
 1 SRM 6
 1 Long Tom Cannon
Manufacturer:
 Location:
Communications System:
Targeting and Tracking System:

   
---------------------------------------------------------
Type/Model:  orion 
Mass: 75 tons

Equipment:                                 Crits    Mass
Int. Struct.: 114 pts Endo Steel            14      4.00
 (2 CT,1 HD,2 LA,6 LT,3 RA)
Engine:        300 Fusion                    6     19.00
   Walking MP:   4
   Running MP:   6
   Jumping MP:   4
Heat Sinks:     10 Double [20]               0      0.00
Gyro:                                        4      3.00
Cockpit, Life Supt., Sensors:                5      3.00
L: Sh+UA+LA+H    R: Sh+UA+LA+H               8      0.00
Armor Factor:  208 Standard                  0     13.00

                          Internal    Armor
                          Structure   Value
   Head:                      3          9
   Center Torso:             23         32
   Center Torso (Rear):                 14
   L/R Side Torso:           16      23/22
   L/R Side Torso (Rear):              5/5
   L/R Arm:                  12      21/21
   L/R Leg:                  16      28/28
 
Weapons and Equipment    Loc  Heat  Ammo   Crits     Mass
---------------------------------------------------------
1 Medium Laser           LA       3           1      1.00
1 Medium Laser           RA       3           1      1.00
1 SRM 6                  LT       4   15      3      4.00
   (Ammo Locations: 1 LT)
1 Long Tom Cannon        RT      20   15     18     23.00
   (Ammo Locations: 3 LT)
4 Standard Jump Jets:    -        0           4      4.00
   (Jump Jet Loc: 2 LL,2 RL)
---------------------------------------------------------
TOTALS:                          30           4     33.00
Crits and Tons Left:                          6             
 
Calculated Factors
Total Cost:        7,694,750 C-Bill
Battle Value (BV1):1456
Battle Value (BV2):1678 
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 25 January 2020, 20:19:30
Nice... I could live with a smaller SRM for a bit more armor, but the LTAC is sweet!

Also, before I forget, other things I think the Battalion needs:

A full company of infantry (to provide the required AsTech pool).
A lance or two of infantry transports (a mix of Heavy and regular APCs, or IFVs like the Goblin).
A lance or so of support vehicles (MASH, HQ, Recovery/Repair vehicles).

Campaign Ops and Strat Ops will dictate 12 'mech techs, probably 12 vehicle techs, arguably 1 infantry tech, one medical team, and about 10 more admin types (this is where I advocate for a lawyer).
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 25 January 2020, 20:22:31
Here's another version of the Vulcan. I think this version fills both the sniper role while keeping the anti-infantry capability of the original.

Vulcan VL-2T

Mass: 40 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Advanced Rules
Era: Age of War/Star League
Tech Rating/Era Availability: E/E-F-E-A
Production Year: 2777
Cost: 7,488,133 C-Bills
Battle Value: 1,283

Chassis: Unknown Endo-Steel
Power Plant: Unknown 280 Fusion XL Engine
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: Unknown
    Jump Capacity: 210 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
    1  ER PPC
    1  Medium Laser
    2  Flamers
    1  Machine Gun
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    67 points                2.00
    Internal Locations: 3 RT, 5 LA, 4 RA, 1 LL, 1 RL
Engine:             XL Fusion Engine             280                       8.00
    Walking MP: 7
    Running MP: 11
    Jumping MP: 7 Standard
    Jump Jet Locations: 1 CT, 2 LT, 2 RT, 1 LL, 1 RL                       3.50
Heat Sinks:         Double Heat Sink             11(22)                    1.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Standard Armor               AV - 128                  8.00
    CASE Locations: 1 RT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            8         
                                        Center Torso     12           19       
                                 Center Torso (rear)                  5         
                                           L/R Torso     10           16       
                                    L/R Torso (rear)                  4         
                                             L/R Arm     6            12       
                                             L/R Leg     10           16       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Machine Gun                                  RT        0         1         0.50
ER PPC                                       LT        15        3         7.00
Medium Laser                                 LT        3         1         1.00
Flamer                                       RA        3         1         1.00
Flamer                                       LA        3         1         1.00
@MG (1/2) (100)                              RT        -         1         0.50
                                            Free Critical Slots: 13

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      4    Points: 13
7j         2       2       1       0      2     0   Structure:  2
Special Abilities: CASE, SRCH, ES, SEAL, SOA

Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 25 January 2020, 20:23:44
Two flamers AND a machine gun is a LOT of anti-infantry capability...  :o
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 25 January 2020, 20:28:21
Killing infantry isnt high on my list of things to do so I'd prefer the SPL, plus no ammo is always better.  The SPL also have that sweet -2 to hit when it jumps 7 into someone's butt.  1mpl and 2spl is pretty good to rack a back.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 25 January 2020, 20:32:59
True that... Pulse Lasers are helpful in multiple ways...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 25 January 2020, 20:34:12
Space Cat, if you want to take the HBK or Orion we're designing, I'll take the Vulcan.  It's more my preferred style of play than a Artillery Cannon.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 25 January 2020, 20:48:48
What role is the Orion currently filling? Just a slugger? Now I've got visions of dancing Vulcans in my head, galloping too and fro and delivering justice from a distance.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 25 January 2020, 20:51:34
With a Long Tom Artillery Cannon, delivering great justice out to 20 hexes.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 25 January 2020, 20:57:51
20 points of great justice, no less...  ^-^
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 25 January 2020, 21:01:23
That's a lot of justice.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 25 January 2020, 21:03:19
AND at 20 hex range too...  >:D
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 26 January 2020, 08:21:44
Hmmm... I see we moved the Hunchback into the Cavalry lance... I'm thinking we should go with the Shatter Hawk in that case, to keep the lance's overall speed up.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 26 January 2020, 10:22:46
Done though I'm not convinced it's entirely better than the HBK.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 26 January 2020, 10:24:01
It's certainly not on an individual basis, but it avoids slowing that lance down to 4/6, which I think outweighs that consideration.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 26 January 2020, 13:26:46
AND at 20 hex range too...  >:D

I think you've sold me on the long range Great Justice Distribution. Distributing Great Justice from many hexes away with vengeance.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 26 January 2020, 14:21:17
Cool... if you take the Orion, we can figure out another 6/9/6 mover for the Recon Lance...  :)
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 26 January 2020, 14:41:24
And speaking of the Orion, here's a version with a smaller SRM for more armor and CASE (and HANDS, because we can):

Code: [Select]
Orion-LTAC

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E-A
Production Year: 3025
Dry Cost: 7,686,000 C-Bills
Total Cost: 7,773,000 C-Bills
Battle Value: 1,778

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
    Jump Capacity: 120 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
    1  Long Tom Art. Cannon
    2  Medium Lasers
    1  SRM-2
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   114 points                4.00
    Internal Locations: 3 LT, 4 LA, 5 RA, 1 LL, 1 RL
Engine:             Fusion Engine                300                      19.00
    Walking MP: 4
    Running MP: 6
    Jumping MP: 4 Standard
    Jump Jet Locations: 2 CT, 1 LL, 1 RL                                   4.00
Heat Sinks:         Double Heat Sink             10(20)                    0.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV - 231                 14.50
    CASE Locations: 1 LT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           35       
                                 Center Torso (rear)                  11       
                                           L/R Torso     16           24       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     12           24       
                                             L/R Leg     16           32       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium Laser                                 LA        3         1         1.00
Long Tom Art. Cannon                         RT/RA     20        12/3     20.00
SRM-2                                        LT        2         1         1.00
Medium Laser                                 HD        3         1         1.00
@Long Tom Cannon (15)                        LT        -         3         3.00
@SRM-2 (50)                                  LT        -         1         1.00
                                            Free Critical Slots: 6

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      8    Points: 18
4j         2       3       2       0      3     1   Structure:  6
Special Abilities: ARTLTC, CASE, SRCH, ES, SEAL, SOA
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 26 January 2020, 15:13:04
I added some notes to the spreadsheet for anyone checking...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 26 January 2020, 15:29:14
If you're going to use an Orion as the chassis, it wont have hands.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 26 January 2020, 15:31:45
For the Scorpion, are you all going to be using the PPC and LRM10 custom?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 26 January 2020, 15:40:25
Since I have yet to develop a fear of using XL engines for a mech that, in theory should be sitting toward the back I give you another Orion build.
Orion ON1-K

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E-A
Production Year: 3025
Cost: 15,536,500 C-Bills
Battle Value: 1,699

Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 120 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
    1  Long Tom Art. Cannon
    1  SRM-6
    2  Medium Lasers
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     114 points                7.50
Engine:             XL Fusion Engine             300                       9.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 4 Standard
    Jump Jet Locations: 2 LL, 2 RL                                         4.00
Heat Sinks:         Double Heat Sink             13(26)                    3.00
    Heat Sink Locations: 1 LA
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Standard Armor               AV - 231                 14.50
    CASE Locations: 1 LT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           36       
                                 Center Torso (rear)                  10       
                                           L/R Torso     16           22       
                                    L/R Torso (rear)                  10       
                                             L/R Arm     12           24       
                                             L/R Leg     16           32       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Long Tom Art. Cannon                         RT/RA     20        8/7      20.00
Medium Laser                                 RT        3         1         1.00
SRM-6                                        LT        4         2         3.00
Medium Laser                                 LA        3         1         1.00
@Long Tom Cannon (15)                        LT        -         3         3.00
@SRM-6 (Smoke) (15)                          LT        -         1         1.00
@SRM-6 (15)                                  LT        -         1         1.00
                                            Free Critical Slots: 11

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      8    Points: 17
4j         3       4       2       0      3     0   Structure:  3
Special Abilities: ARTLTC, CASE, SRCH, ES, SEAL, SOA

Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 26 January 2020, 16:21:14
I updated the spare parts inventory assuming the the Orion with the Long Tom and the Scorpion with the PPC and LRM 10 are what you all are taking.  Total tonnage comes out to be around 1036; so 16 tons will need to be shaved off.  I imagine dropping 12 medium lasers won't be too much of a bother since those are a dime a dozen.

Those spare part figures are just there to set a baseline.  As we start to finalize what the company is going to have in it, we can fine tune what supplies you all want to carry.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 26 January 2020, 16:22:07
If you're going to use an Orion as the chassis, it wont have hands.
Bummer... hands are very useful for mercs...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 26 January 2020, 16:27:53
Well, you all have the 2 wolverines, shadowhawk, ostscout, exterminator, and P.hawk.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 26 January 2020, 16:31:00
True, but the more the better... the Rifleman and Warhammer have none between them, not to mention the Scorpion if we stick with it...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 26 January 2020, 16:35:20
Just realized that Jeff's Shadowhawk was essentially removed from the company.  Inventory updated; which means you all have spare room left (about 20 tons).
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 26 January 2020, 16:35:46
True, but the more the better... the Rifleman and Warhammer have none between them, not to mention the Scorpion if we stick with it...

You could just turn the Scorpion into a Griffin.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 26 January 2020, 16:51:06
SpaceCat, while you're not wrong, you'd be the only heavy with an XL.  For that XL you are only gaining a little bit over not having it, not making it really worth it.

If i was doing XL, i'd do this

Code: [Select]
Orion ON1-LTC

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/X-F-E-D
Production Year: 0
Dry Cost: 15,918,438 C-Bills
Total Cost: 16,018,938 C-Bills
Battle Value: 1,707

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 120 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
    1  Long Tom Art. Cannon
    1  Large Pulse Laser
    1  SRM-6
    1  Medium Pulse Laser
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   114 points                4.00
    Internal Locations: 1 HD, 2 CT, 1 LT, 6 LA, 4 RA
Engine:             XL Fusion Engine             300                       9.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 4 Standard
    Jump Jet Locations: 2 LL, 2 RL                                         4.00
Heat Sinks:         Double Heat Sink             10(20)                    0.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA
Armor:              Standard Armor               AV - 224                 14.00
    CASE Locations: 1 LT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           36       
                                 Center Torso (rear)                  9         
                                           L/R Torso     16           24       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     12           24       
                                             L/R Leg     16           29       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Long Tom Art. Cannon                         RT/RA     20        9/6      20.00
SRM-6                                        LT        4         2         3.00
Medium Pulse Laser                           LA        4         1         2.00
Large Pulse Laser                            LA        10        2         7.00
@Long Tom Cannon (15)                        LT        -         3         3.00
@SRM-6 (15)                                  LT        -         1         1.00
@SRM-6 (Inferno) (15)                        LT        -         1         1.00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 17
4j         2       3       2       0      3     2   Structure:  3
Special Abilities: ARTLTC, CASE, SRCH, ES, SEAL, SOA

Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 26 January 2020, 16:53:16
Jester, you tracking the updated Vulcan design with the XL and ERPPC?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 26 January 2020, 17:02:48
You could just turn the Scorpion into a Griffin.
I'd be more inclined for a Fire Javelin to keep the lance's speed up...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 26 January 2020, 17:06:55
Jester, you tracking the updated Vulcan design with the XL and ERPPC?

Yup yup.  Thanks for the heads-up though.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 26 January 2020, 17:17:27
We dont NEED something to keep up, lances dont have to stick together.  it's an arbitrary restriction we put upon them.  For instance, if we kept the HBK, it's primary job would be body guard of the fire lance.

Aaron had designed that griffin wanna-be Scorpion and that's his mech to decide and I dont see why not still as we got plenty of brawlers right now and could use another mid-range mech to support the wolverines.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 26 January 2020, 17:19:42
oh yeah, Jester there is one other thing, please run by all the designs past Daryk before printing cause alot of mine are not optimized for armor placement.  You can either post them all here or PM him please.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 26 January 2020, 18:21:47
Sure, lances don't have to stick together, but it's better if they do.  As this is a campaign, I'd rather not give the GM a reason to delay entry of a unit.

Also, I just added a column on the spreadsheet for armor checks.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 26 January 2020, 19:46:21
Just for the record, I am 100% in on the Orion, though not the final build yet. Throw my name in that spreadsheet.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 26 January 2020, 20:25:16
Your names in there... just let us know when you settle on the details.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 26 January 2020, 20:46:02
Here's the corrected Vulcan.

Code: [Select]
Vulcan VL-5LA

Mass: 40 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/E-F-E-D
Production Year: 0
Dry Cost: 7,469,933 C-Bills
Total Cost: 7,469,933 C-Bills
Battle Value: 1,345

Chassis: Unknown Endo-Steel
Power Plant: Unknown 280 Fusion XL Engine
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: Unknown
    Jump Capacity: 210 meters
Armor: Unknown Standard Armor
Armament:
    1  ER PPC
    1  Medium Pulse Laser
    2  Small Pulse Lasers
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    67 points                2.00
    Internal Locations: 3 LT, 3 RT, 4 LA, 4 RA
Engine:             XL Fusion Engine             280                       8.00
    Walking MP: 7
    Running MP: 11
    Jumping MP: 7 Standard
    Jump Jet Locations: 1 CT, 2 LT, 2 RT, 1 LL, 1 RL                       3.50
Heat Sinks:         Double Heat Sink             11(22)                    1.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Standard Armor               AV - 136                  8.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     12           17       
                                 Center Torso (rear)                  6         
                                           L/R Torso     10           15       
                                    L/R Torso (rear)                  5         
                                             L/R Arm     6            12       
                                             L/R Leg     10           20       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER PPC                                       RT        15        3         7.00
Medium Pulse Laser                           LT        4         1         2.00
Small Pulse Laser                            RA        2         1         1.00
Small Pulse Laser                            LA        2         1         1.00
                                            Free Critical Slots: 16

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 13
7j         2       2       1       0      2     0   Structure:  2
Special Abilities: ENE, SRCH, ES, SEAL, SOA

Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 26 January 2020, 21:01:14
Here's my proposal for the Scorpion.  I shaved half a ton of ammo for more armor to get 20 points on all four legs.  I left the jump jets in the torsos for crit padding around the ammo bins:

Code: [Select]
SCP-1AA

Mass: 55 tons
Tech Base: Inner Sphere
Chassis Config: Quad
Rules Level: Experimental Tech
Era: Succession Wars
Tech Rating/Era Availability: D/X-E-D-A
Production Year: 3025
Dry Cost: 4,845,817 C-Bills
Total Cost: 4,898,317 C-Bills
Battle Value: 1,348

Construction Options: Fractional Accounting

Chassis: Unknown Standard
Power Plant: Unknown 275 Fusion Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
    Jump Capacity: 150 meters
Armor: Unknown Standard Armor
Armament:
    1  PPC
    2  LRM-5s
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                      99 points                5.500
Engine:             Fusion Engine                275                      15.500
    Walking MP: 5
    Running MP: 8
    Jumping MP: 5 Standard
    Jump Jet Locations: 1 CT, 2 LT, 2 RT                                   2.50
Heat Sinks:         Single Heat Sink             12                        2.000
    Heat Sink Locations: 1 HD
Gyro:               Standard                                               3.000
Cockpit:            Standard                                               3.000
    Actuators:      L: H+UL+LL+F    R: H+UL+LL+F
Armor:              Standard Armor               AV - 176                 11.000

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            8         
                                        Center Torso     18           30       
                                 Center Torso (rear)                  6         
                                           L/R Torso     13           20       
                                    L/R Torso (rear)                  6         
                                       L/R Front Leg     13           20       
                                        L/R Rear Leg     13           20       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
PPC                                          RT        10        3         7.000
2 LRM-5s                                     LT        4         2         4.000
@LRM-5 (24)                                  LT        -         1         1.000
@LRM-5 (Smoke) (12)                          LT        -         1         0.500
                                            Free Critical Slots: 22

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      6    Points: 13
5j         1       2       2       0      2     0   Structure:  5
Special Abilities: SRCH, ES, SEAL, SOA, IF 1
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 26 January 2020, 21:28:46
I'm waiting to hear back from Sprocket about that mech, and then the call by Space on which version (i think there are 3, standard engine, his XL, my XL).
after all that, i think we're 'locked' in.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 26 January 2020, 21:36:19
And if Jester will green light moving two points of armor to the head of the P-Hawk, we'll be all set...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 26 January 2020, 23:13:11
And if Jester will green light moving two points of armor to the head of the P-Hawk, we'll be all set...

Since the P.Hawk isn't being piloted by an NPC, you can more those 2 points to the head.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 26 January 2020, 23:24:15
Since the P.Hawk isn't being piloted by an NPC, you can more those 2 points to the head.
Praise Jester and pass the ammunition.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 27 January 2020, 01:03:06
This isn't necessary, but what kind of color scheme would you all want the company to be?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 27 January 2020, 01:04:20
Responding publicly to Tiny's email, yes I can update to heavier heavy mech if you'd like.  Are we intending to use quirks or no?  It matter to me on what design I use or avoid as a base.  Also, because it's buried back in the thread somewhere, was their an additional cost tagged to mounting a blazer cannon to my design?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 27 January 2020, 01:45:16
Quirks are in and blazer is level 1.  Blazer without DHS going to be rough though.

As for color, I'm partial to greens, oranges, and purples for parade colors.  Standard camo in combat.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 27 January 2020, 02:36:32
Responding publicly to Tiny's email, yes I can update to heavier heavy mech if you'd like.  Are we intending to use quirks or no?  It matter to me on what design I use or avoid as a base.  Also, because it's buried back in the thread somewhere, was their an additional cost tagged to mounting a blazer cannon to my design?

We do intend to use quirks and Tiny was correct.  No extra cost for blazers, but going to be very difficult to run without DHSs.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 27 January 2020, 03:11:49
Am I allowed to use Rocket Launchers or super chargers at all?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 27 January 2020, 03:22:15
Am I allowed to use Rocket Launchers or super chargers at all?

I'll allow them, but they will be the variant where they'll have a minimum range of 2 hexes and a -1 penalty on the cluster table.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 27 January 2020, 06:14:24
Praise Jester indeed!   :thumbsup:
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 27 January 2020, 06:42:01
Oh, and no immediate command mech bonus. It has to be repaired.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 27 January 2020, 12:07:45
Yeah, I head about that one when we were at the store.  The Orion chassis will probably be the go to because of quirks.  I have to look at the he list to see if if there are any other units that are worthy.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 27 January 2020, 17:03:54
Not sure where you are wanting to take the redesign but your previous design would fit into a Flashman, a mech the lyrans make in hesperus
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 27 January 2020, 18:22:47
He may be more interested in having a mech with AA Targetting and set up in a way that can use it.

I imagine he’ll keep it as a 3/5/3 then upgrade the lrg lasers to PPCs and enough heat sinks to be able to jump and fire either the PPCs or all med lasers.

In other news, the local “authorities” of Timbuktu have hired you guys to handle a group of pirates that have been hijacking shipments and stealing industrial equipment.  The latest raid was at a mining facility.  The bandits made off with most of the equipment that wasn’t destroyed by the time local security showed up.  The bandits were in hovercraft of varying models.  The pursuit came to an end when the hovercraft fled into an area covered heavily in swamps. 

One of the bandits’ vehicles was disabled and its crew was captured.  After analysis of the vehicle and several days of interrogation of the prisoners, several areas have been identified where the bandits may be hold up.  Your mercenary battalion will therefore work with local security to split up and investigate the different locations.

You will have 2 objectives:
1) Neutralize as many pirates as you can; taking prisoners would be preferable but not required.
2) Locate any of the stolen supplies and capture them intact.  The battalion will be held responsible for any damage you all cause to them.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 27 January 2020, 19:11:40
Objectives seem straightforward enough. 

Do we remember who said they had a Scorpion mech they could bring.  Our Scorpion driver ordered one but the scale is off and is reordering from IWM though isn't sure it'll be here in time.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 27 January 2020, 19:23:01
Objectives seem straightforward enough. 

Do we remember who said they had a Scorpion mech they could bring.  Our Scorpion driver ordered one but the scale is off and is reordering from IWM though isn't sure it'll be here in time.

I have a Tarantula and a Goliath that can be proxied.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Stugg on 27 January 2020, 19:44:27
I have a Sarath Quad mech. It is close in shape... I am getting one that is almost perfect for a scorpion soon. We will see how that goes.

In other news... can I take a pilot flaw? :)
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 27 January 2020, 19:46:59
I have a painted and based Scorpion. I'll bring it.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 27 January 2020, 19:53:47
In other news... can I take a pilot flaw? :)

You most certainly can.  I will roll on a chart of my own creation.  If it’s something that’s obvious, like near/far sightedness, I’ll let you know.  Otherwise you won’t know what the flaw is until a situation where the flaw applies happens.

To compensate you for this, you can take an extra point you can use to either upgrade your pilot skills or to upgrade your mech for a heavier weight class or to get access to level 2 tech.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 27 January 2020, 20:23:18
Oh?  So the flaw won't be randomly assigned to any pilot in the unit, then?  ???

If that's the case, we'll have to consider the option more closely...  8)
Title: Re: Battletech Beatdowns in Northern VA
Post by: Stugg on 27 January 2020, 20:39:07
I don't really know what to do with the Phoenix Hawk. I will let you guys figure that out.

I like going fast, being reckless, and getting into melee to smash heads.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 27 January 2020, 20:43:30
Last I checked, we were only moving two points of armor from the chest to the head (for a total of 8)...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 27 January 2020, 20:49:10
Stugg, are you wanting to be kind to us and give us another point or did you want to use it to get a heavy or 2/3 pilot?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 27 January 2020, 20:53:17
Oh?  So the flaw won't be randomly assigned to any pilot in the unit, then?  ???

If that's the case, we'll have to consider the option more closely...  8)

It will be randomly assigned; sorry if I didn't make that bit clear.  I should have said, "you all" instead of "you".
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 27 January 2020, 20:54:12
i think stugg was asking for it personnaly, but if it's randomly assigned to a pilot, we'll probably skip.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 27 January 2020, 20:57:12
Let me double stamp the skip if it's randomly assigned to any pilot...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 27 January 2020, 20:59:32
How about this offer, whoever you decide to give the extra point to also gets the flaw.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 27 January 2020, 21:01:02
That would be acceptable to me, at least...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 27 January 2020, 21:06:20
sure, so Stugg then?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Stugg on 28 January 2020, 00:16:19
Is TSM allowed?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 28 January 2020, 00:19:16
Is TSM allowed?

No; it didnt come out until 3050 for battlemechs.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 28 January 2020, 00:41:21
No; it didnt come out until 3050 for battlemechs.
The prototype version was available from 3028 on.  It isn't functionally identical TSM and it has tendency to do bad things if your opponent has green gas missiles to lob at you.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 28 January 2020, 00:48:20
Do we remember who said they had a Scorpion mech they could bring.  Our Scorpion driver ordered one but the scale is off and is reordering from IWM though isn't sure it'll be here in time.
I have a painted and based Scorpion. I'll bring it.
I was the one who made the offer to bring one, but if Space Cat is going to bring his, I'll leave mine at home.  I think I have a spare too if someone was wanting to paint it up in some sort of company colors.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 28 January 2020, 01:05:05
The prototype version was available from 3028 on.  It isn't functionally identical TSM and it has tendency to do bad things if your opponent has green gas missiles to lob at you.

True, but those prototypes are sitting in the R&D vaults of the Federated Suns and the Capellans.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 28 January 2020, 01:30:22
Okay so I'll put this forward for folks input as a swap out.  The chassis and quirks they come with.

Orion- AA targeting, Easy to Maintain, Rugged.

Pro:  Keeps the AA Targeting that I have on the Rifleman right now.
Lose: Improved Communications, likely negligible now, but could have use in a large scale engagement later on; Search Light for night combat; and ubiquitous (easier to find replacement parts.

Black Knight:  Pro, Command Mech for +1 intiative once it is 'fixed'.  Con:  It's starts the campaign broken.

Flashman: Pro, It's a Flashman, Rugged, and it's a Flashman.

Ostsol: Pro Improved Sensors (Beagle Probe), Narrow/Low Profile, somewhat useful damage reduction.  Con, losing out on the quirks of the Rifleman or Orion.

I'm thinking at the moment in this order Orion, Ostsol, Flashman, Black Knight.  I can make an Orion that is configured close to a Flashman or Black Knight.  The perks on the other hand for the Ostsol aren't half bad.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 28 January 2020, 05:47:44
The Orion sounds like a good idea to me.  Since we already have the LTAC one, that will make logistics easier...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 28 January 2020, 06:46:53
Thematically I like the flashman more but tactically the orion is better.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 28 January 2020, 17:29:28
You can never have enough AA Targeting...  :)
Title: Re: Battletech Beatdowns in Northern VA
Post by: PanNScan on 29 January 2020, 21:37:09
Hi everyone! I am near Alexandria and would like to drive up to play with you all. Other than last year, I haven't played a game in about 15 years. So I'm basically learning from the beginning but would like to get back into the hobby. Is there a spare mech that needs a pilot?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 29 January 2020, 21:40:28
There are two at the moment:
1) The "Shatter Hawk", a Shadow Hawk with an AC/20 (and Medium Laser)
and
2) The Ostscout (stock... we added this to get probe capabilities of some kind)

Of course, negotiations are possible...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 29 January 2020, 22:14:26
Hi everyone! I am near Alexandria and would like to drive up to play with you all. Other than last year, I haven't played a game in about 15 years. So I'm basically learning from the beginning but would like to get back into the hobby. Is there a spare mech that needs a pilot?

Greetings and salutations!  I could always use someone to work as the OPFOR.  That and I plan on having people rotate between playing as the company and the opposition.  We aren't using anything that's really complex other than mech quirks.  I will be keeping track of the company resources and making the repair rolls.  There are a few rule modifications I have implemented, but nothing crazy.

Our next game is February 22nd at Huzzah Hobbies.  If you can make it, I will be there at 11 AM to set up the game.  I can give you a crash course in the rules if needed.  If you are unable to make it, we run games once a month and I try to give everyone plenty of a heads up.  Glad to see another local gamer looking to rejoin the fun.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 31 January 2020, 00:05:44
Two Orions for consideration.  Thinking of others as well.

Code: [Select]
Orion Slugger
Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Age of War/Star League
Tech Rating/Era Availability: E/E-F-D-D
Production Year: 2525
Dry Cost: 7,009,625 C-Bills
Total Cost: 7,041,625 C-Bills
Battle Value: 1,566

Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
    1  PPC
    1  LB 10-X AC
    4  Medium Lasers
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     114 points                7.50
Engine:             Fusion Engine                300                      19.00
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:         Single Heat Sink             14                        4.00
    Heat Sink Locations: 1 LL, 1 RL
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 224                 14.00
    CASE Locations: 1 RT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           35       
                                 Center Torso (rear)                  10       
                                           L/R Torso     16           22       
                                    L/R Torso (rear)                  10       
                                             L/R Arm     12           24       
                                             L/R Leg     16           29       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium Laser                                 RA        3         1         1.00
Medium Laser                                 LA        3         1         1.00
LB 10-X AC                                   RT        2         6        11.00
PPC                                          LT        10        3         7.00
2 Medium Lasers                              CT        6         2         2.00
@LB 10-X (Cluster) (10)                      RT        -         1         1.00
@LB 10-X (Slug) (10)                         RT        -         1         1.00
                                            Free Critical Slots: 33

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 16
4          3       3       2       0      3     1   Structure:  6
Special Abilities: CASE, SRCH, ES, SEAL, SOA, FLK 0/0/0

The loss of SRMs should be made up by the LB-10X for crit seeking and covers AA well.  Easy enough swap out for an AC-10 if a replacement is unavailable.  Enough heat sinks to run and fire and an alpha strike won't be to damning.

Code: [Select]
Orion PA

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Age of War/Star League
Tech Rating/Era Availability: E/E-F-D-D
Production Year: 2525
Dry Cost: 6,330,625 C-Bills
Total Cost: 6,374,625 C-Bills
Battle Value: 1,574

Chassis: Unknown Standard
Power Plant: Unknown 225 Fusion Engine
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: None
    Jump Capacity: 90 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
    1  LB 10-X AC
    2  Large Lasers
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     114 points                7.50
Engine:             Fusion Engine                225                      10.00
    Walking MP: 3
    Running MP: 5
    Jumping MP: 3 Standard
    Jump Jet Locations: 1 CT, 1 LT, 1 RT                                   3.00
Heat Sinks:         Single Heat Sink             20                       10.00
    Heat Sink Locations: 1 HD, 1 CT, 2 LT, 1 RT, 1 LA, 1 RA, 2 LL, 2 RL
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 224                 14.00
    CASE Locations: 1 RT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           35       
                                 Center Torso (rear)                  10       
                                           L/R Torso     16           22       
                                    L/R Torso (rear)                  10       
                                             L/R Arm     12           24       
                                             L/R Leg     16           29       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Large Laser                                  RA        8         2         5.00
Large Laser                                  LA        8         2         5.00
LB 10-X AC                                   RT        2         6        11.00
@LB 10-X (Cluster) (10)                      RT        -         1         1.00
@LB 10-X (Slug) (20)                         RT        -         2         2.00
                                            Free Critical Slots: 23

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 16
3j         3       3       1       0      3     0   Structure:  6
Special Abilities: CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1

Version 2, a pocket assault mech for mid range brawling.  Little, if no heat issues.  225 engine might make things a little problematic in the supply chain when looking for a replacement.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 31 January 2020, 01:30:11
If the company is going to give you the point for level 2 weapons/equipment, you may as well upgrade the heat sinks to doubles.

But if you you don’t have the spare point, you’ll have to change out the CASE and LB-10-X
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 31 January 2020, 04:59:16
The first one with DHS (and an ER PPC) makes more sense to me, though both models should round out the leg armor to 30...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 31 January 2020, 07:34:45
As Jester mentioned, we are out of upgrade points for level 2 tech. 

Sprocket, you can either reduce your pilot from 2/3 to 3/4 or you can take an unknown negative trait from Jesters personal chart and then you'd be able to upgrade.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Stugg on 31 January 2020, 10:19:24
What type of dropship do we have? Union? Leopard? How many hexes does it take up? I would like to make a model for it. Or multiple if we have more then one.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Stugg on 31 January 2020, 10:52:32
Looks like we would use mapscale dropships right?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 31 January 2020, 13:04:22
What type of dropship do we have? Union? Leopard? How many hexes does it take up? I would like to make a model for it. Or multiple if we have more then one.

You all are part of a battalion that consists of 3 Mech companies and a vehicle company.  Your company in particular gets transported in a Union that has been slightly modified.  The ASF bays have been repurposed to additional cargo room and is also the barracks to house a company of infantry that acts as sort of like a marine security detachment.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 31 January 2020, 14:03:40
What do we plan to include in our stores for up graded tech and ammo?  It has a bearing on the modifications I make.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 31 January 2020, 14:18:11
What do we plan to include in our stores for up graded tech and ammo?  It has a bearing on the modifications I make.

The extra supplies in the spreadsheet are just a starting point.  Those can be adjusted as necessary provided you all dont go over 1020 tons (mechs not included).
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 31 January 2020, 16:15:16
What do we plan to include in our stores for up graded tech and ammo?  It has a bearing on the modifications I make.
Based on that he also said we'd start with one replacement of every weapon we have equipped.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 31 January 2020, 17:20:34
On a different note, I'll be going to the HMGS convention of Cold Wars in Lancaster, PA.  Theres a few Battletech events there along with a bunch of historical games.

For those interested, it's March 12-15.  So I will definitely NOT be running the game after next on that weekend.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 31 January 2020, 18:07:43
I'm busy the first two weekends, so I'd prefer the 3rd of 4th weekend myself as well. 
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 31 January 2020, 18:10:47
Based on that he also said we'd start with one replacement of every weapon we have equipped.

What is our stock of DHS going to look like?  I am planning for the worst right now for replacement parents, hence the none min maxed designs.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 31 January 2020, 18:29:35
Probably 1 for every DHS not in the engine? or maybe I'm reading it wrong.  Maybe it's just a random amount, but it seems like we have a decent number.  We've got almost as many DHS has HS.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 31 January 2020, 18:59:31
Will that "security company" also be our AsTech pool?  ???
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 31 January 2020, 19:20:54
Oh fancy, it's actually in canon, this is a Combined-Arms Union.  It's got upgrade life support systems to boot.

What do the AsTechs do?  Shouldn't we already have a compliment of techs?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 31 January 2020, 19:31:35
Per the current rules, every 'mech (and combat vehicle/fighter) requires a full tech team of 1 Tech and 6 AsTechs.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 31 January 2020, 20:58:50
And these guys aren't standard issue in a mech company's headquarters section?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 31 January 2020, 21:09:37
They should be... the trick is fitting them into the ship.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 31 January 2020, 23:19:22
Here is most recent revision of the Orion.  I plan on play testing it tomorrow.  Feel free to comment.  Some changes will occur to the armor I'm just a bit tired to worry about it right at this moment.

Code: [Select]
Orion Slugger 2

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/X-F-X-X
Production Year: 0
Dry Cost: 7,324,625 C-Bills
Total Cost: 7,356,625 C-Bills
Battle Value: 1,695

Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
    1  ER PPC
    1  LB 10-X AC
    2  Medium Lasers
    6  Rocket Launcher 10 PPs
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     114 points                7.50
Engine:             Fusion Engine                300                      19.00
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             13(26)                    3.00
    Heat Sink Locations: 1 RT
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 224                 14.00
    CASE Locations: 1 RT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           35       
                                 Center Torso (rear)                  10       
                                           L/R Torso     16           22       
                                    L/R Torso (rear)                  10       
                                             L/R Arm     12           24       
                                             L/R Leg     16           29       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium Laser                                 RA        3         1         1.00
Medium Laser                                 LA        3         1         1.00
LB 10-X AC                                   RT        2         6        11.00
ER PPC                                       LT        15        3         7.00
2 Rocket Launcher 10 PPs                     CT        6         2         1.00
2 Rocket Launcher 10 PPs                     RL        6         2         1.00
2 Rocket Launcher 10 PPs                     LL        6         2         1.00
@LB 10-X (Cluster) (10)                      RT        -         1         1.00
@LB 10-X (Slug) (10)                         RT        -         1         1.00
                                            Free Critical Slots: 28

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 17
4          3       3       2       0      3     0   Structure:  6
Special Abilities: CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1

Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 01 February 2020, 02:08:13
Probably 1 for every DHS not in the engine? or maybe I'm reading it wrong.  Maybe it's just a random amount, but it seems like we have a decent number.  We've got almost as many DHS has HS.

I counted the number of DHSs that were not integrated in the engines of mechs.  But if you all think you need more/less spare DHSs, feel free to change them
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 01 February 2020, 02:11:18
And these guys aren't standard issue in a mech company's headquarters section?

They should be... the trick is fitting them into the ship.

The ASF bays that were gutted out should provide enough room for the tech crews living space.  Their tools I assume are in the mech bays.

Based on that he also said we'd start with one replacement of every weapon we have equipped.

I went with the assumption that having at least one replacement for each weapon was a good idea; especially for the Long Tom, Blazer, etc.  That way if one got damaged, you could swap the weapons out to do repairs while getting a mech back to its full fighting capability quicker.  That and just in case you have a weapon get completely destroyed you have one "Get out of Jail Free" card.

Medium lasers and the more common weaponry you can probably skimp on as you'll probably find salvage to replace those easy enough.  I'm trying to force a logistic conundrum upon you all.  You can go and have many different weapon systems to give your company greater capabilities, but that means you'll have to devote space to support such tactical options.

You guys can probably afford to drop 1 of the spare 275 engines.  The likelyhood of having all four of your 55 tonners take engine damage is low.  But that is a decision I leave to you all.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 01 February 2020, 05:42:59
You can never have enough spare parts... we'll take everything you'll give us.

Firesprocket: RL-10s? On an Orion?  ???
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 01 February 2020, 09:43:22
I think the RL-PP is the clan version made during the Pentagon era. 
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 01 February 2020, 10:54:16
I think the RL-PP is the clan version made during the Pentagon era.
Correct.  Jester said I could not use the modern rockets, but was okay with those versions

Firesprocket: RL-10s? On an Orion?  ???
I am going to play test it today so it might change.  I just don't like idea of a crit on the center torso automatically going to an engine or gyro.  Same thing with legs.  Lasers in the legs is a no bueno.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 01 February 2020, 11:36:25
Nearly every mech is jump capable but that Warhammer, so if you can slip on some JJs that is both good for the force and gives you leg crit stuff.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 01 February 2020, 12:23:20
Jump jets would be fantastic... if we ever find a way to cram some into the Warhammer, we'll never have to buy jump packs...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 01 February 2020, 12:35:26
Well, if you drop the SRM6+artemis+ammo+case that's 4 JJs, an extra medium laser, and max efficient armor.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 01 February 2020, 14:05:28
Here is most recent revision of the Orion.  I plan on play testing it tomorrow.  Feel free to comment.  Some changes will occur to the armor I'm just a bit tired to worry about it right at this moment.

Code: [Select]
Orion Slugger 2

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/X-F-X-X
Production Year: 0
Dry Cost: 7,324,625 C-Bills
Total Cost: 7,356,625 C-Bills
Battle Value: 1,695

Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
    1  ER PPC
    1  LB 10-X AC
    2  Medium Lasers
    6  Rocket Launcher 10 PPs
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     114 points                7.50
Engine:             Fusion Engine                300                      19.00
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             13(26)                    3.00
    Heat Sink Locations: 1 RT
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 224                 14.00
    CASE Locations: 1 RT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           35       
                                 Center Torso (rear)                  10       
                                           L/R Torso     16           22       
                                    L/R Torso (rear)                  10       
                                             L/R Arm     12           24       
                                             L/R Leg     16           29       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium Laser                                 RA        3         1         1.00
Medium Laser                                 LA        3         1         1.00
LB 10-X AC                                   RT        2         6        11.00
ER PPC                                       LT        15        3         7.00
2 Rocket Launcher 10 PPs                     CT        6         2         1.00
2 Rocket Launcher 10 PPs                     RL        6         2         1.00
2 Rocket Launcher 10 PPs                     LL        6         2         1.00
@LB 10-X (Cluster) (10)                      RT        -         1         1.00
@LB 10-X (Slug) (10)                         RT        -         1         1.00
                                            Free Critical Slots: 28

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 17
4          3       3       2       0      3     0   Structure:  6
Special Abilities: CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1

Drop the 3x RLs and 1x DHS for 4 JJs?  It feels a bit undergunned though but it's a solid brawler.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 01 February 2020, 14:06:33
You mean 6 RLs, right?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 01 February 2020, 14:08:18
Obviously >.>
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 01 February 2020, 14:08:47
Just making sure the typo wasn't anywhere else in your post...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 01 February 2020, 14:20:00
I just realized: an AC/20 would fit into a jumping Orion... it would be rather more effective than a Victor...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 01 February 2020, 17:38:35
Fancy...

Code: [Select]
Orion ON1-M

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Tournament Legal
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-D-D
Production Year: 3049
Dry Cost: 7,350,000 C-Bills
Total Cost: 7,400,000 C-Bills
Battle Value: 1,638

Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 120 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
    1  Autocannon/20
    1  LRM-15
    2  Medium Lasers
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     114 points                7.50
Engine:             Fusion Engine                300                      19.00
    Walking MP: 4
    Running MP: 6
    Jumping MP: 4 Standard
    Jump Jet Locations: 2 LT, 2 RT                                         4.00
Heat Sinks:         Double Heat Sink             10(20)                    0.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Ferro-Fibrous                AV - 215                 12.00
    Armor Locations: 1 HD, 2 CT, 2 LT, 3 LA, 2 RA, 2 LL, 2 RL
    CASE Locations: 1 LT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           33       
                                 Center Torso (rear)                  9         
                                           L/R Torso     16           24       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     12           22       
                                             L/R Leg     16           28       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Autocannon/20                                RT        7         10       14.00
LRM-15                                       LT        5         3         7.00
Medium Laser                                 RA        3         1         1.00
Medium Laser                                 LA        3         1         1.00
@AC/20 (10)                                  LT        -         2         2.00
@LRM-15 (8)                                  LT        -         1         1.00
                                            Free Critical Slots: 12

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 16
4j         4       4       1       0      3     0   Structure:  6
Special Abilities: CASE, SRCH, ES, SEAL, SOA, AC 2/2/0, IF 1

Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 01 February 2020, 17:40:16
Sweet!  :thumbsup:
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 02 February 2020, 01:57:23
Would you prefer I be more of a brawler or be more of a generalist? I am of the opinion that AA quirk is somewhat a wasted with that suggested AC-20 configuration.  I could do this configuration as well if you don't mind the damage being spread around more than an AC-20.  It loses the flak bonus though.

Code: [Select]
Orion FG

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/D-F-D-D
Production Year: 0
Dry Cost: 7,058,625 C-Bills
Total Cost: 7,058,625 C-Bills
Battle Value: 1,699

Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 120 meters
Armor: Unknown Ferro-Fibrous
Armament:
    4  Large Lasers
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     114 points                7.50
Engine:             Fusion Engine                300                      19.00
    Walking MP: 4
    Running MP: 6
    Jumping MP: 4 Standard
    Jump Jet Locations: 2 CT, 1 LL, 1 RL                                   4.00
Heat Sinks:         Double Heat Sink             16(32)                    6.00
    Heat Sink Locations: 2 LT, 2 RT
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Ferro-Fibrous                AV - 224                 12.50
    Armor Locations: 1 HD, 1 LT, 1 RT, 5 LA, 4 RA, 1 LL, 1 RL

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           33       
                                 Center Torso (rear)                  10       
                                           L/R Torso     16           24       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     12           24       
                                             L/R Leg     16           30       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Large Laser                                  RA        8         2         5.00
Large Laser                                  LA        8         2         5.00
Large Laser                                  RT        8         2         5.00
Large Laser                                  LT        8         2         5.00
                                            Free Critical Slots: 13

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 17
4j         4       4       0       0      3     0   Structure:  6
Special Abilities: ENE, SRCH, ES, SEAL, SOA

Alternatively here is a hybrid.

Code: [Select]
Orion FG

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/E-F-D-D
Production Year: 0
Dry Cost: 7,436,625 C-Bills
Total Cost: 7,488,625 C-Bills
Battle Value: 1,616

Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 120 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
    1  LB 10-X AC
    2  Large Lasers
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     114 points                7.50
Engine:             Fusion Engine                300                      19.00
    Walking MP: 4
    Running MP: 6
    Jumping MP: 4 Standard
    Jump Jet Locations: 1 LT, 1 RT, 1 LL, 1 RL                             4.00
Heat Sinks:         Double Heat Sink             12(24)                    2.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Ferro-Fibrous                AV - 215                 12.00
    Armor Locations: 1 HD, 1 LT, 1 RT, 5 LA, 4 RA, 1 LL, 1 RL
    CASE Locations: 1 RT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           30       
                                 Center Torso (rear)                  8         
                                           L/R Torso     16           23       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     12           23       
                                             L/R Leg     16           30       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Large Laser                                  RA        8         2         5.00
Large Laser                                  LA        8         2         5.00
LB 10-X AC                                   RT        2         6        11.00
@LB 10-X (Cluster) (20)                      RT        -         2         2.00
@LB 10-X (Slug) (10)                         RT        -         1         1.00
                                            Free Critical Slots: 19

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 16
4j         3       3       1       0      3     0   Structure:  6
Special Abilities: CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1


The hybrid doesn't have any padding though so a lucky hit is going to cripple it pretty badly.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 02 February 2020, 07:33:34
It has CASE, so it's not so bad...  If you want to go full AA, a pair of ER PPCs and an AC/2 could do the trick...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 02 February 2020, 10:06:40
For the hybrid, it's a bit oversinked.  You could replace the larges with ER larges and ride thr heat line.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 02 February 2020, 10:25:26
That could work too, though if you're going to work with the heat anyway, ER PPCs are superior.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 02 February 2020, 12:21:21
For the hybrid, it's a bit oversinked.  You could replace the larges with ER larges and ride thr heat line.

I think he was trying to take into account if he jumped and alphaed.  That would generate 22 heat.  He can afford to drop one DHS for half a ton of armor and a small laser maybe.

Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 02 February 2020, 12:24:37
Another thought I just had... if the Scorpion is going to be 5/8/5, I could swap my Wolverine for a Phoenix Hawk.  That would get the Recon Lance up to 6/9/6 minimum.  It looks like a Blazer Cannon, Recon Camera, and two Remote Sensor Dispensers will fit with DHS, Endo and Ferro...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 02 February 2020, 13:21:26
If you're really feeling froggy, and since I really dont think there is that big of a difference between 5/8/5 and 6/9/6 to justify, you could also just go 7/11/7 with the phawk with an XL and join my 7/11/7 Vulcan in a heavy recon force to punch holes from distance.  You still get your recon camera and max armor.

Code: [Select]
Phoenix Hawk PXH-1Da

Mass: 45 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: All Eras (non-canon)
Tech Rating/Era Availability: E/X-F-E-D
Production Year: 0
Dry Cost: 9,309,290 C-Bills
Total Cost: 9,309,290 C-Bills
Battle Value: 1,415

Chassis: Earthwekrks PXH Endo-Steel
Power Plant: GM 315 Fusion XL Engine
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: Rawlings 45
    Jump Capacity: 210 meters
Armor: Durallex Light Standard Armor
Armament:
    1  Binary Laser Cannon
    1 Harmon Medium Laser
    1  Medium Laser
    1  Recon Camera
Manufacturer: Earthwerks Incorporated, Coventry Metal Works, Achernar BattleMechs, Gorton, Kingsley, and Thorpe Enterpises
    Primary Factory: Keystone (Earthwerks), Coventry (CMW), New Avalon (Achernar), New Oslo (GKT)
Communications System: Neil 6000
Targeting and Tracking System: Octagon Tartrac System C

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    75 points                2.50
    Internal Locations: 1 CT, 2 LT, 2 RT, 3 LA, 2 RA, 2 LL, 2 RL
Engine:             XL Fusion Engine             315                      11.00
    Walking MP: 7
    Running MP: 11
    Jumping MP: 7 Standard
    Jump Jet Locations: 1 CT, 3 LT, 3 RT                                   3.50
Heat Sinks:         Double Heat Sink             10(20)                    0.00
Gyro:               Standard                                               4.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV - 152                  9.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     14           21       
                                 Center Torso (rear)                  6         
                                           L/R Torso     11           16       
                                    L/R Torso (rear)                  6         
                                             L/R Arm     7            14       
                                             L/R Leg     11           22       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Recon Camera                                 HD        0         1         0.50
Binary Laser Cannon                          RA        16        4         9.00
2 Medium Lasers                              LA        6         2         2.00
                                            Free Critical Slots: 13

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 14
7j         2       2       0       0      2     1   Structure:  2
Special Abilities: ENE, SRCH, ES, SEAL, SOA

Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 02 February 2020, 13:27:21
Nice... though I'd turn one of the Mediums into a Small Pulse Laser, and consider cashing in the other for a couple of Remote Sensor Dispensers... that's the only really nifty piece of 3025 gear we're missing...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 02 February 2020, 16:32:27
Yeah, it's your call since it's your mech.  Just pitching an idea. 


Also, Space Cat, whenever you decide which variant you want for that Long Tom Orion, let us know.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 02 February 2020, 16:34:08
So, Jester... can we get Remote Sensor Dispensers?  Or should I stick with a Medium Laser?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 02 February 2020, 17:08:52
So, Jester... can we get Remote Sensor Dispensers?  Or should I stick with a Medium Laser?

I have no problem with it.  I dont have Tac Ops though.  So if someone can give me a summary of the rules for them, I'd be most appreciative.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 02 February 2020, 18:07:44
Ok, the rules for Remote Sensors are on page 375 of TacOps.  The (vehicular) Dispenser is on page 236 of Tech Manual.

Basically, every equivalent ton of Communications Equipment can monitor one Sensor.  The Ostscout should be able to monitor three, as its Improved Sensors give it the equivalent of an Active Probe (Standard, not Light), and the numbers all stack.  'Mechs and Combat vehicles have the equivalent of one ton of Communications Equipment included with their cockpit/controls.  If you want to give the Improved Communications quirk a bonus of 1, I think that would be completely appropriate.  Units can monitor sensors within 2km (67 hexes to be precise), and it costs 1 MP to drop one.

A specific paragraph:
Quote
A Remote Sensor being monitored can be used to spot hidden units within 2 hexes of the sensor, unless such units are using Stealth Armor, Null-Signature System, Void-Signature System, or ECMs of any kind. Remote Sensors may be used to spot for LRM indirect fire and artillery attacks, but add a +3 to-hit modifier to any such attack. Remote Sensors may not operate as part of a C3 network.

TacOps doesn't actually list the detection capabilities of individual sensors, but AToW has them on page 305.  Motion Sensors seem to be the most cost effective, with a 10km range, and only 100 C-Bills a pop.  They require line of sight of course, so we'll probably also want some Seismic Sensors.  They only have a 5km range, and cost 1,000 C-Bills each.  They also burn through their battery packs 5 times faster.  Now the truly nifty thing AToW has are the "Sensor Monitors".  These can monitor rather more sensors than organic Communications Equipment.  In the case of Motion Sensors, a 500 C-Bill, 10 kg unit can monitor 10 different sensors within 10km.  At this point, it should be clear AToW, TacOps and Tech Manual were not bounced against each other.

What I'm really looking for here is drop zone security made easy.  Dropped 10 km out, four Motion Sensors should be able to provide the DropShip overlapping 360 degree coverage that they can monitor continuously with just a 10 kg Monitoring Unit installed.  For objective security, we could drop 1 sensor at the highest point within 2km out (or several 10km, if we can cram a Monitor into a cockpit), and any individual lance would have the same kind of trip wire, since each 'mech could monitor one sensor (or three in the case of the Ostscout alone).

Granted, these effects are somewhat above the tactical level, but I think they're completely worth it.  Advanced warning of incoming reinforcements would fine tune our decisions to withdraw immensely.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 02 February 2020, 21:29:44
If you want to give the Improved Communications quirk a bonus of 1, I think that would be completely appropriate.
Why do you think improved communications is only worth +1?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 02 February 2020, 21:31:32
Because it doesn't weigh anything and it takes a full ton of Communications Equipment to get +1 more...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 02 February 2020, 21:47:31
Also, Improved Communications is only a 1 point quirk, where Improved Sensors is 3.  And a simple +1 would round out an Ostscout's ability to a nice even 4 sensors.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 02 February 2020, 22:13:46
So there was some concern about using the XL engine. Is it a major difference, aside from crits, in functionality in any for the campaign?
I'm still playing with builds and I lean toward an XL engine option because everything else seems to either leave it under-armored or light on weapons aside from the Long Tom itself.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 02 February 2020, 22:23:40
Spare parts are expensive.  If I switch to the XL P-Hawk, it will be with the intent of not taking much damage...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 02 February 2020, 22:28:47
Speed is life, speed is love.

It is known. 

SpaceCat for you though, the XL on an orion with a long tom is with the understanding you're staying in the backline and not pushing front.  Standard gives you a bit more durability to make pushes.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 03 February 2020, 00:56:18
SpaceCat for you though, the XL on an orion with a long tom is with the understanding you're staying in the backline and not pushing front.  Standard gives you a bit more durability to make pushes.
It should be noted, if you aren't familiar with them, that the Long Tom Cannon is essentially a snub nose artillery piece.  So while you can shoot at a mech directly, it's AOE so really you just ought to be shooting at the hex.  The mech or whatever you are shooting at takes the AOE damage for being in the hex.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 03 February 2020, 01:24:31
That could work too, though if you're going to work with the heat anyway, ER PPCs are superior.
Absolutely, but they can mess with the heat curve.  The testing that I got out of the way with the original Orion went well.  That version is meant fight at medium range and only close when necessary.  Hence why I asked what role you guys want me to fill and I will adjust the mech accordingly to suit tastes.
It has CASE, so it's not so bad...  If you want to go full AA, a pair of ER PPCs and an AC/2 could do the trick...
I don't know that we need full AA.  But if we are using 1 Orion to carry a LTC, it won't have much it can throw at AA either.  I don't feel the AC/2 is going to be all that useful in the greater scheme of things, but the LB-X has quite a bit more utility.  I just hate seeing a useful quick go to waste.  But your suggestion, or any others, goes back to question of whether folks want me brawling or sniping at range.

For the hybrid, it's a bit oversinked.  You could replace the larges with ER larges and ride thr heat line.
I think he was trying to take into account if he jumped and alphaed.  That would generate 22 heat.  He can afford to drop one DHS for half a ton of armor and a small laser maybe.
Oversinking it was an an error on my part as I was spit balling ideas.  I despise IS ER Large Lasers which is why I didn't include them in the design.  Not that they wouldn't be appropriate to neatly match range with the LB, but what Jester said was accurate in my line of thinking.  Also remember that with just about everything I'm proposing I already have in mind a low tech variant should things go poorly and adequate replacements can't be found.  My campaign line of thinking about preparing for the worst is what is driving these designs.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 03 February 2020, 19:48:21
So I came up with some variations on the Long Tom Orion. Hit me up with your input. I'm feeling adding the XL and making it a long range monster with some utility via smoke (being able to lay down cover seemed neat to me) and some short range support via lasers to keep the fragile XL out of harms way. But i'm open to suggestions.

Orion ON1-VA All the bells and whistles.

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E-A
Production Year: 3025
Cost: 15,788,500 C-Bills
Battle Value: 1,725

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 120 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
    1  Long Tom Art. Cannon
    1  LRM-10
    2  Medium Pulse Lasers
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   114 points                4.00
    Internal Locations: 1 HD, 1 CT, 1 LT, 8 LA, 3 RA
Engine:             XL Fusion Engine             300                       9.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 4 Standard
    Jump Jet Locations: 2 LL, 2 RL                                         4.00
Heat Sinks:         Double Heat Sink             12(24)                    2.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Standard Armor               AV - 231                 14.50
    CASE Locations: 1 LT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           35       
                                 Center Torso (rear)                  11       
                                           L/R Torso     16           24       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     12           24       
                                             L/R Leg     16           32       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium Pulse Laser                           CT        4         1         2.00
Long Tom Art. Cannon                         RT/RA     20        9/6      20.00
LRM-10                                       LT        4         2         5.00
Medium Pulse Laser                           LA        4         1         2.00
@LRM-10 (12)                                 LT        -         1         1.00
@LRM-10 (Smoke) (12)                         LT        -         1         1.00
@Long Tom Cannon (15)                        LT        -         3         3.00
                                            Free Critical Slots: 0


Orion ON1-VA We cut back on both bells and whistles.

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E-A
Production Year: 2901
Cost: 15,543,500 C-Bills
Battle Value: 1,673

Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 120 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
    1  Long Tom Art. Cannon
    1  LRM-10
    2  Medium Lasers
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     114 points                7.50
Engine:             XL Fusion Engine             300                       9.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 4 Standard
    Jump Jet Locations: 2 LL, 2 RL                                         4.00
Heat Sinks:         Double Heat Sink             12(24)                    2.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Standard Armor               AV - 215                 13.50
    CASE Locations: 1 LT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           36       
                                 Center Torso (rear)                  10       
                                           L/R Torso     16           22       
                                    L/R Torso (rear)                  10       
                                             L/R Arm     12           24       
                                             L/R Leg     16           24       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium Laser                                 CT        3         1         1.00
Long Tom Art. Cannon                         RT/RA     20        9/6      20.00
LRM-10                                       LT        4         2         5.00
Medium Laser                                 LA        3         1         1.00
@Long Tom Cannon (15)                        LT        -         3         3.00
@LRM-10 (12)                                 LT        -         1         1.00
@LRM-10 (Smoke) (12)                         LT        -         1         1.00
                                            Free Critical Slots: 14


Orion ON1-VA Got that short range covered.

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E-A
Production Year: 2901
Cost: 15,585,500 C-Bills
Battle Value: 1,638

Chassis: Unknown Standard
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 120 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
    1  Long Tom Art. Cannon
    1  SRM-6
    2  Medium Pulse Lasers
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Standard                     114 points                7.50
Engine:             XL Fusion Engine             300                       9.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 4 Standard
    Jump Jet Locations: 2 LL, 2 RL                                         4.00
Heat Sinks:         Double Heat Sink             11(22)                    1.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Standard Armor               AV - 231                 14.50
    CASE Locations: 1 LT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           36       
                                 Center Torso (rear)                  10       
                                           L/R Torso     16           22       
                                    L/R Torso (rear)                  10       
                                             L/R Arm     12           24       
                                             L/R Leg     16           32       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium Pulse Laser                           CT        4         1         2.00
Long Tom Art. Cannon                         RT/RA     20        9/6      20.00
SRM-6                                        LT        4         2         3.00
Medium Pulse Laser                           LA        4         1         2.00
@Long Tom Cannon (15)                        LT        -         3         3.00
@SRM-6 (Smoke) (15)                          LT        -         1         1.00
@SRM-6 (15)                                  LT        -         1         1.00
                                            Free Critical Slots: 14



Orion ON1-VA Not Jumpy at all.

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E-A
Production Year: 2901
Cost: 7,378,000 C-Bills
Battle Value: 1,692

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 0 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
    1  Long Tom Art. Cannon
    1  SRM-6
    2  Medium Lasers
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   114 points                4.00
    Internal Locations: 1 HD, 4 LT, 3 RT, 5 LA, 1 RA
Engine:             Fusion Engine                300                      19.00
    Walking MP: 4
    Running MP: 6
    Jumping MP: 0
Heat Sinks:         Double Heat Sink             11(22)                    1.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Standard Armor               AV - 231                 14.50
    CASE Locations: 1 LT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           35       
                                 Center Torso (rear)                  11       
                                           L/R Torso     16           24       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     12           24       
                                             L/R Leg     16           32       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium Laser                                 CT        3         1         1.00
Long Tom Art. Cannon                         RT/RA     20        9/6      20.00
SRM-6                                        LT        4         2         3.00
Medium Laser                                 LA        3         1         1.00
@Long Tom Cannon (15)                        LT        -         3         3.00
@SRM-6 (Smoke) (15)                          LT        -         1         1.00
@SRM-6 (15)                                  LT        -         1         1.00
                                            Free Critical Slots: 10


Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 03 February 2020, 20:04:08
I'd keep the jump jets, and go with LRM-5s for smoke laying duties.  You could even mount up to three of them for that purpose (alone)...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 03 February 2020, 22:10:26
Yeah, you're going to want the JumpJets in the long run.  So if you want to have any backups that's going to mean the XL or stripping alot of armor that it's probably not best. 

What Daryk's talking about I think is this:

LTAC + 3tons of ammo, 3 LRM5 + 2 tons of ammo, 2 medium pulse lasers, CASE, 4 jump jets, 2 DHS, endo and XL, stip off the left arm lower actuator to get the crits to fit.
Code: [Select]
Orion ON1-M

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E-D
Production Year: 3049
Dry Cost: 15,755,688 C-Bills
Total Cost: 15,890,688 C-Bills
Battle Value: 1,692

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: None
    Jump Capacity: 120 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
    1  Long Tom Art. Cannon
    2  Medium Pulse Lasers
    3  LRM-5s
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   114 points                4.00
    Internal Locations: 1 HD, 1 CT, 8 LA, 4 RA
Engine:             XL Fusion Engine             300                       9.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 4 Standard
    Jump Jet Locations: 2 LL, 2 RL                                         4.00
Heat Sinks:         Double Heat Sink             12(24)                    2.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA
Armor:              Standard Armor               AV - 224                 14.00
    CASE Locations: 1 LT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           34       
                                 Center Torso (rear)                  9         
                                           L/R Torso     16           24       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     12           24       
                                             L/R Leg     16           30       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium Pulse Laser                           CT        4         1         2.00
Long Tom Art. Cannon                         RT/RA     20        9/6      20.00
3 LRM-5s                                     LT        6         3         6.00
Medium Pulse Laser                           LA        4         1         2.00
@LRM-5 (24)                                  LT        -         1         1.00
@LRM-5 (Smoke) (24)                          LT        -         1         1.00
@Long Tom Cannon (15)                        LT        -         3         3.00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 17
4j         3       3       3       0      3     2   Structure:  3
Special Abilities: ARTLTC, CASE, SRCH, ES, SEAL, SOA, IF 1

Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 03 February 2020, 22:12:33
Heck, if you found room for two tons of ammo, one could certainly be the regular HE kind...  ^-^
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 03 February 2020, 22:25:55
In the end, the final design is yours to choose.  Take stuff that you think would be fun.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 03 February 2020, 22:44:45
Heck, if you found room for two tons of ammo, one could certainly be the regular HE kind...  ^-^
I did find room.  Not sure why, but I have an extra .5 ton than Space's first design and I'm not sure why.  Maybe i'm just tired and can't into maths.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 04 February 2020, 05:26:05
No, it's not you... his design was 0.5 ton light for some reason...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 04 February 2020, 08:23:29
It's because I couldn't find something to do with that .5 tons that didn't take a critical and the app I'm using wouldn't let me remove a crit from a location.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 04 February 2020, 16:59:37
Cool, it's all good.  Just let us know which one you choose :)
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 05 February 2020, 12:34:51
I had to check the rules for multi-targeting and indirect fire but I think I am 90% sure I’m going to go for the 3 LRM5 version route. It’s got most everything I wanted without dropping armor and endangering precious Long Range Justice Cannon while giving me some decent backup weapons and utility to play around with (you get smoke, and you get smoke!).

Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 05 February 2020, 17:22:02
I'd it's not too hard, may be worth it to make some smoke clouds on base to place on table for the visible representation.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 05 February 2020, 18:34:57
Oh I’m already on it. And a properly modeled Orion.

I just need to decide on cameo or parade scheme, and if parade what the group has decided on for those colors.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 05 February 2020, 18:46:22
For that version, the only armor tweak I'd make is to move one point of armor from the front CT to the back.  9 points is just silly on the back.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 05 February 2020, 19:51:35
Oh I’m already on it. And a properly modeled Orion.

I just need to decide on cameo or parade scheme, and if parade what the group has decided on for those colors.
Well to give an example of what it should look like, look up the Helepolis or Thunder for a mech with a big gun in place of an arm.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 05 February 2020, 20:18:31
I’ve got an Orion ON1-H for the chassis (I like the blocky look), minus the right arm which I’ve replaced with the cannon from a Long Tom after filling away the vehicle mount brackets from the barrel. I would throw a picture up here but it seems the only way to do hat is by linking it from somewhere.


Now to figure out where best to position the mount for the third LRM 5 on the right torso.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 05 February 2020, 20:27:25
The same location would make the most sense...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 05 February 2020, 21:45:01
Well except the machinery goes into the arm and the arm is but a shoulder and upper arm now, so the arm wouldn't really be there.  I think he's moving in the right direction.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 08 February 2020, 14:12:00
Here's the armor tweaked version of the Orion Justice:
Code: [Select]
Orion Justice ON1-LTAC

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E-A
Production Year: 3025
Dry Cost: 15,755,688 C-Bills
Total Cost: 15,890,688 C-Bills
Battle Value: 1,692

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
    Jump Capacity: 120 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
    1  Long Tom Art. Cannon
    2  Medium Pulse Lasers
    3  LRM-5s
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   114 points                4.00
    Internal Locations: 1 HD, 1 CT, 4 RT, 8 LA
Engine:             XL Fusion Engine             300                       9.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 4 Standard
    Jump Jet Locations: 2 LL, 2 RL                                         4.00
Heat Sinks:         Double Heat Sink             12(24)                    2.00
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA
Armor:              Standard Armor               AV - 224                 14.00
    CASE Locations: 1 LT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           33       
                                 Center Torso (rear)                  10       
                                           L/R Torso     16           24       
                                    L/R Torso (rear)                  8         
                                             L/R Arm     12           24       
                                             L/R Leg     16           30       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium Pulse Laser                           LA        4         1         2.00
Long Tom Art. Cannon                         RT/RA     20        5/10     20.00
3 LRM-5s                                     LT        6         3         6.00
Medium Pulse Laser                           CT        4         1         2.00
@Long Tom Cannon (15)                        LT        -         3         3.00
@LRM-5 (24)                                  LT        -         1         1.00
@LRM-5 (Smoke) (24)                          LT        -         1         1.00
                                            Free Critical Slots: 0

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 17
4j         3       3       3       0      3     2   Structure:  3
Special Abilities: ARTLTC, CASE, SRCH, ES, SEAL, SOA, IF 1
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 08 February 2020, 16:13:23
My favorite part is that we partially maintain what makes an Orion an Orion, with an ballistic weapon, missiles, and some backup lasers.  It fills me with joy.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 08 February 2020, 16:15:46
Heck, we even have more launchers than a stock one!  ;D
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 08 February 2020, 16:55:06
Ok, here's the Blazer Hawk I'll go for if the Scorpion moves to the 5/8/5 lance:
Code: [Select]
Blazer Hawk PXH-1DBL

Mass: 45 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Succession Wars
Tech Rating/Era Availability: E/X-F-E-A
Production Year: 3025
Dry Cost: 9,262,890 C-Bills
Total Cost: 9,262,890 C-Bills
Battle Value: 1,284

Chassis: Unknown Endo-Steel
Power Plant: Unknown 315 Fusion XL Engine
Walking Speed: 75.6 km/h
Maximum Speed: 118.8 km/h
Jump Jets: Unknown
    Jump Capacity: 210 meters
Armor: Unknown Standard Armor
Armament:
    1  Binary Laser Cannon
    1  Small Pulse Laser
    1  Recon Camera
    1  Remote Sensor Dispenser
    1  Searchlight
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                    75 points                2.50
    Internal Locations: 3 LT, 3 RT, 6 LA, 2 RA
Engine:             XL Fusion Engine             315                      11.00
    Walking MP: 7
    Running MP: 11
    Jumping MP: 7 Standard
    Jump Jet Locations: 1 CT, 3 LT, 3 RT                                   3.50
Heat Sinks:         Double Heat Sink             10(20)                    0.00
Gyro:               Standard                                               4.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA+H    R: SH+UA+LA+H
Armor:              Standard Armor               AV - 152                  9.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            8         
                                        Center Torso     14           22       
                                 Center Torso (rear)                  6         
                                           L/R Torso     11           16       
                                    L/R Torso (rear)                  6         
                                             L/R Arm     7            14       
                                             L/R Leg     11           22       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Binary Laser Cannon                          RA        16        4         9.00
Small Pulse Laser                            LA        2         1         1.00
Searchlight                                  LA        0         1         0.50
Remote Sensor Dispenser                      CT        0         1         0.50
Recon Camera                                 HD        0         1         0.50
                                            Free Critical Slots: 12

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      5    Points: 13
7j         2       2       0       0      2     0   Structure:  2
Special Abilities: SRCH, ENE, SRCH, ES, SEAL, SOA
I put the Searchlight in the same arm with the Small Pulse Laser so I could see what I was shooting with it...  ^-^

Of course, if we ever talk Jester into Fractional Accounting, that Searchlight turns into a DHS...  :)
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 08 February 2020, 22:02:23
Sprocket, whatever came of your playtest?  Did you enjoy it or have more tweaks?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 09 February 2020, 01:56:43
I would like for everyone to finalize their personalized mechs by next weekend so I have plenty of time to update the company roster for my own records and to make any adjustments to the OPFOR in terms of BV and so you all can decide how much of each spare equipment you all want on the drop ship.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 09 February 2020, 07:08:01
So we're a go with the Remote Sensors, then?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 09 February 2020, 11:04:45
So we're a go with the Remote Sensors, then?

That is fine.  If you are just worried about establishing a perimeter around the drop ship, then you wont need to put a remote sensor dispenser on one of your mechs; we can say the ship itself can be modified to have such a dispenser and the company of infantry onboard would be mainly responsible for the recovery of the sensors.

But if you want to have the ability of laying down sensors after the drop ship has parked itself or for any other plans you may have, then you'll need the remote sensors on a mech.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 09 February 2020, 12:19:21
Cool, I'll stick with the dispenser then (assuming we all agree on moving the 5/8/5 Scorpion to the Cavalry lance).  Thanks!  :thumbsup:
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 09 February 2020, 15:39:20
Sprocket, whatever came of your playtest?  Did you enjoy it or have more tweaks?
I've had only the one run through and I ran it with other mechs in our unit in stock configuration with the Warhammer, the Marauder, and a COmmando because I didn't have large enough a BV pool.  It did exactly what I expected it to.  It's looking less likely that I'm going to get a second play test in before the end of the month.  I'm happy with it.  But as I mentioned earlier and received no feed back, if you guys want me to fill the roll of an up in their face brawler I can do it.  I'm content at this point and time to be a multi-mech that fights best around medium range.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 09 February 2020, 15:42:28
I'd mount at least one long range weapon to take advantage of the Anti-Air quirk... aside from that, close range/brawling weapons are a good idea for that lance, since it's mostly PPCs and such...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 09 February 2020, 15:56:41
I've had only the one run through and I ran it with other mechs in our unit in stock configuration with the Warhammer, the Marauder, and a COmmando because I didn't have large enough a BV pool.  It did exactly what I expected it to.  It's looking less likely that I'm going to get a second play test in before the end of the month.  I'm happy with it.  But as I mentioned earlier and received no feed back, if you guys want me to fill the roll of an up in their face brawler I can do it.  I'm content at this point and time to be a multi-mech that fights best around medium range.
which version did you settle on?  Putting BV on the spreadsheet.  Also, remember if you wanted lvl2 tech, you'd need to drop your pilot to 3/4 or take a negative trait from Jester.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 09 February 2020, 17:19:32
The BV is pretty scary... I had no idea the Blazer Hawk would be punching so near the same level as the Fire Lance...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 09 February 2020, 17:36:22
The BV is pretty scary... I had no idea the Blazer Hawk would be punching so near the same level as the Fire Lance...

Well, that pilot is also only 1 of 3 mech warriors who are a 2/3.  Having nothing explosive is also going to run the BV up a bit too.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 09 February 2020, 17:43:05
Ah, makes sense... I never use BV myself, so I'm not familiar with the details.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 09 February 2020, 19:57:20
Ah, makes sense... I never use BV myself, so I'm not familiar with the details.

It still isn't an exact science; I use it as more of a guideline.  Its impossible to take into account tactics the players use though.

For instance, in the mission where you all acquired the Mauler, the FedCom company had a BV advantage of about 3k.  That went about how I expected.  The FedCom did win, but some mechs took a bit of a beating.

The next scenario with the Thunderhawk, Nightstar, etc.; Kurita had a 3k BV advantage and that felt much more lob-sided.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 09 February 2020, 20:02:42
There certainly is no accounting for players!  ;D
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 09 February 2020, 23:19:33
Also, remember if you wanted lvl2 tech, you'd need to drop your pilot to 3/4 or take a negative trait from Jester.
I tested things out at 3/4 and should be comfortable there.  Out of curiosity what is the list of negative traits I could potentially end up with if I elected to keep the original piloting and gunnery?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 10 February 2020, 00:29:16
I tested things out at 3/4 and should be comfortable there.  Out of curiosity what is the list of negative traits I could potentially end up with if I elected to keep the original piloting and gunnery?

Far Sighted: +1 additional penalty to hit a target <4 hexes away.

Near-Sighted:  +1 additional penalty to hit a target >14 hexes away.

Addict:  Will take penalties to both gunnery and piloting if the pilot doesn't get a regular supply.  The penalties will increase further the longer they go without a fix.

Glass Jaw:  All consciousness checks are increased by 2.

Trigger Finger:  When attacking a target, must fire all weapons that are in range.  8+ on 2D6 to prevent this.

Procrastinator:  Roll 2D6 at the start of a mission.  If the roll is 7 or less, one random weapon, mech quirk or piece of equipment malfunctions due to improper maintenance.  Weapons receive an +1 penalty to hit.  Jump jets, BAPs, etc. don't work.  Ammo bins have a chance to jam when using ammo from that bin.

Barroom Brawler:  If the pilot can position to make a physical attack, they must do so.  8+ on 2D6 to prevent this.

Hot Mic:  -1 to teams initiative do to playing loud music over comms.

Unlucky:  2/game, opponents can force a re-roll against the pilot.  This can be used to re-roll an attack against the pilot or force the pilot to re-roll a successful pilot check.

Coward:  If they witness a unit member taken out of action, they must make a morale check.  If they fail, they must withdraw.

Honor Code:  will not shoot an opponent in the back or one that is helpless.

Pyrophobia:  When an external source causes mech to generate heat, roll 2D6.  If 7 or less, piloting and gunner suffer a +1 penalty for the next D3 rounds.

Motion Sickness:  After performing a jump, roll 2D6.  If 7 or less, piloting and gunnery suffer a +1 penalty for the next D3 rounds.

There are some other flaws that I'm trying to tweak.  But the list above are ones that I've essentially finalized.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 12 February 2020, 16:32:44
I'm surprised noone else has commented on the brutalness of these disads, especially being random after your finished building the mech.  If I was nearsighted, I'd not put myself into a ranged boat or sniper, but hey.

Also, Sprocket, we still need your final decision on what your loadout is so we can make final adjustments to ammo and supplies.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 12 February 2020, 16:52:27
I'm surprised noone else has commented on the brutalness of these disads, especially being random after your finished building the mech.  If I was nearsighted, I'd not put myself into a ranged boat or sniper, but hey.

Also, Sprocket, we still need your final decision on what your loadout is so we can make final adjustments to ammo and supplies.

I do get the concern of building a mech for long range then getting Near-sighted.  But that weakness could have recently started to form and the pilot hasnt really had an opportunity to adjust.  For instance, there was a guy who had perfect vision in my division.  We go out for a deployment and after getting back, he needed glasses for becoming near-sighted.  Being cooped up on a ship where everything is close-quarters, you really wont notice a chance in vision unless its drastic.

The flaws can be gotten rid of if/when you acquire a good SPA.  Instead of getting the SPA, you can instead remove a flaw.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 12 February 2020, 17:10:17
It's a good example, fair enough.  They're still super brutal for long lasting disadvantages, but I get it.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 12 February 2020, 17:22:51
It's a good example, fair enough.  They're still super brutal for long lasting disadvantages, but I get it.

Yeah, they are a bit rough, but I wanted to throw a bit of a curve ball at you guys if a pilot got one of those flaws.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 12 February 2020, 18:25:22
Being we aren't using AToW, they seem reasonable to me, if brutal.  Personally, I won't be going for one.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 13 February 2020, 02:10:29
I'm surprised noone else has commented on the brutalness of these disads, especially being random after your finished building the mech.  If I was nearsighted, I'd not put myself into a ranged boat or sniper, but hey.

Also, Sprocket, we still need your final decision on what your loadout is so we can make final adjustments to ammo and supplies.
I didn't figure a comment was necessary on how brutal those negative traits are.  I'm steering clear of them.

As for a final decision I plan to have one by the end of the week, hopefully no later than Saturday since I have little going on.  Work sucks and I haven't had a whole lot of time after I get off work where I'm not dead tired.  I have kept busy and been skimming Orion mods in the custom's sub-forum for further ideas.  Most of what I have found hasn't diverged from what any of us have mentioned thus far.  I had a thought that crossed my mind the other night to construct something similar to the Orion ON2-M.  I'm fairly certain we don't have access to Gauss yet, so I'm exploring a viable replacement for it and giving it the ability to jump.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 13 February 2020, 02:45:30
Feedback wanted on this:

Code: [Select]
Orion OM-J

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/X-X-E-D
Production Year: 3132
Dry Cost: 18,840,500 C-Bills
Total Cost: 18,872,500 C-Bills
Battle Value: 1,847

Chassis: Unknown Endo-Steel
Power Plant: Unknown 375 Fusion XL Engine
Walking Speed: 54.0 km/h
Maximum Speed: 86.4 km/h
Jump Jets: Unknown
    Jump Capacity: 150 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
    1  Binary Laser Cannon
    1  LB 10-X AC
    2  Medium Lasers
    1  Rocket Launcher 10
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   114 points                4.00
    Internal Locations: 1 HD, 6 LA, 7 RA
Engine:             XL Fusion Engine             375                      19.50
    Walking MP: 5
    Running MP: 8
    Jumping MP: 5 Standard
    Jump Jet Locations: 1 CT, 2 LL, 2 RL                                   5.00
Heat Sinks:         Double Heat Sink             11(22)                    1.00
Gyro:               Standard                                               4.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA+LA    R: SH+UA+LA
Armor:              Standard Armor               AV - 215                 13.50
    CASE Locations: 1 RT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           30       
                                 Center Torso (rear)                  10       
                                           L/R Torso     16           22       
                                    L/R Torso (rear)                  10       
                                             L/R Arm     12           21       
                                             L/R Leg     16           30       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium Laser                                 RA        3         1         1.00
Medium Laser                                 LA        3         1         1.00
LB 10-X AC                                   RT        2         6        11.00
Binary Laser Cannon                          LT        16        4         9.00
Rocket Launcher 10                           CT        3         1         0.50
@LB 10-X (Slug) (10)                         RT        -         1         1.00
@LB 10-X (Cluster) (10)                      RT        -         1         1.00
                                            Free Critical Slots: 8

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 18
5j         3       3       1       0      3     0   Structure:  3
Special Abilities: CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1

Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 13 February 2020, 04:45:53
It has a Blazer Cannon, so I of course love it!  :D

The RL-10 seems an odd choice, though.  It could fit another half ton of armor, or even ammo for the LB-10X (unless Jester has changed his mind about half tons of ammo).
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 13 February 2020, 06:58:04
Sprocket, I mean the gauss should be available.  The gauss-x was being used by fedcom troops in 3039 and FWL is credited with reintroduction of gauss in 3040.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 13 February 2020, 23:57:50
Thought general use was 3045, but you are right.  Probably getting my wires crossed with older material.  Anyhow, here is my thought process on 2-M like mech with jets.  Loses the LB-X and gains a Gauss.  Feel free critique.

Code: [Select]
Orion OM-1LO

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/E-F-E-D
Production Year: 3132
Dry Cost: 7,762,125 C-Bills
Total Cost: 7,802,125 C-Bills
Battle Value: 2,013

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
    Jump Capacity: 120 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
    1  Gauss Rifle
    1  ER PPC
    2  Medium Lasers
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   114 points                4.00
    Internal Locations: 1 HD, 6 LA, 7 RA
Engine:             Fusion Engine                300                      19.00
    Walking MP: 4
    Running MP: 6
    Jumping MP: 4 Standard
    Jump Jet Locations: 2 LL, 2 RL                                         4.00
Heat Sinks:         Double Heat Sink             13(26)                    3.00
    Heat Sink Locations: 1 RT
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Ferro-Fibrous                AV - 224                 12.50
    Armor Locations: 8 LT, 1 RT, 3 LA, 2 RA
    CASE Locations: 1 RT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           33       
                                 Center Torso (rear)                  10       
                                           L/R Torso     16           22       
                                    L/R Torso (rear)                  10       
                                             L/R Arm     12           24       
                                             L/R Leg     16           30       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
Medium Laser                                 RA        3         1         1.00
Medium Laser                                 LA        3         1         1.00
Gauss Rifle                                  RT        1         7        15.00
ER PPC                                       LT        15        3         7.00
@Gauss Rifle (16)                            CT        -         2         2.00
                                            Free Critical Slots: 1

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 20
4j         4       4       3       0      3     0   Structure:  6
Special Abilities: CASE, SRCH, ES, SEAL, SOA

Option 2, keeps the LB-X allowing it to do a little crit seeking and better at AA.
Code: [Select]
Orion OM-1ER

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/E-F-E-D
Production Year: 3132
Dry Cost: 8,147,125 C-Bills
Total Cost: 8,199,125 C-Bills
Battle Value: 1,843

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
    Jump Capacity: 120 meters
Armor: Unknown Ferro-Fibrous w/ CASE
Armament:
    1  ER PPC
    1  ER Large Laser
    1  LB 10-X AC
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   114 points                4.00
    Internal Locations: 1 HD, 6 LA, 7 RA
Engine:             Fusion Engine                300                      19.00
    Walking MP: 4
    Running MP: 6
    Jumping MP: 4 Standard
    Jump Jet Locations: 2 LL, 2 RL                                         4.00
Heat Sinks:         Double Heat Sink             13(26)                    3.00
    Heat Sink Locations: 1 LT
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Ferro-Fibrous                AV - 224                 12.50
    Armor Locations: 6 LT, 2 RT, 4 LA, 2 RA
    CASE Locations: 1 RT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           33       
                                 Center Torso (rear)                  10       
                                           L/R Torso     16           22       
                                    L/R Torso (rear)                  10       
                                             L/R Arm     12           24       
                                             L/R Leg     16           30       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
LB 10-X AC                                   RT        2         6        11.00
ER PPC                                       LT        15        3         7.00
ER Large Laser                               CT        12        2         5.00
@LB 10-X (Cluster) (20)                      RT        -         2         2.00
@LB 10-X (Slug) (10)                         RT        -         1         1.00
                                            Free Critical Slots: 1

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 18
4j         3       3       3       0      3     0   Structure:  6
Special Abilities: CASE, SRCH, ES, SEAL, SOA, FLK 1/1/1

The XL Orion, Awesome wannabe.

Code: [Select]
Orion OM-1GR

Mass: 75 tons
Tech Base: Inner Sphere
Chassis Config: Biped
Rules Level: Experimental Tech
Era: Dark Ages
Tech Rating/Era Availability: E/E-F-E-D
Production Year: 3132
Dry Cost: 15,850,625 C-Bills
Total Cost: 15,910,625 C-Bills
Battle Value: 2,144

Chassis: Unknown Endo-Steel
Power Plant: Unknown 300 Fusion XL Engine
Walking Speed: 43.2 km/h
Maximum Speed: 64.8 km/h
Jump Jets: Unknown
    Jump Capacity: 120 meters
Armor: Unknown Standard Armor w/ CASE
Armament:
    1  Gauss Rifle
    2  ER PPCs
Manufacturer: Unknown
    Primary Factory: Unknown
Communications System: Unknown
Targeting and Tracking System: Unknown

================================================================================
Equipment           Type                         Rating                   Mass 
--------------------------------------------------------------------------------
Internal Structure: Endo-Steel                   114 points                4.00
    Internal Locations: 1 HD, 7 LA, 6 RA
Engine:             XL Fusion Engine             300                       9.50
    Walking MP: 4
    Running MP: 6
    Jumping MP: 4 Standard
    Jump Jet Locations: 2 LL, 2 RL                                         4.00
Heat Sinks:         Double Heat Sink             15(30)                    5.00
    Heat Sink Locations: 3 LT
Gyro:               Standard                                               3.00
Cockpit:            Standard                                               3.00
    Actuators:      L: SH+UA    R: SH+UA
Armor:              Standard Armor               AV - 224                 14.00
    CASE Locations: 1 RT                                                   0.50

                                                      Internal       Armor     
                                                      Structure      Factor     
                                                Head     3            9         
                                        Center Torso     23           33       
                                 Center Torso (rear)                  10       
                                           L/R Torso     16           22       
                                    L/R Torso (rear)                  10       
                                             L/R Arm     12           24       
                                             L/R Leg     16           30       

================================================================================
Equipment                                 Location    Heat    Critical    Mass 
--------------------------------------------------------------------------------
ER PPC                                       RA        15        3         7.00
ER PPC                                       LA        15        3         7.00
Gauss Rifle                                  RT        1         7        15.00
@Gauss Rifle (8)                             RT        -         1         1.00
@Gauss Rifle (16)                            CT        -         2         2.00
                                            Free Critical Slots: 1

BattleForce Statistics
MV      S (+0)  M (+2)  L (+4)  E (+6)   Wt.   Ov   Armor:      7    Points: 21
4j         4       4       4       0      3     0   Structure:  3
Special Abilities: CASE, SRCH, ES, SEAL, SOA

Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 14 February 2020, 05:12:28
While XL engines make me itch, that last one is very nice.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 14 February 2020, 07:50:50
I do like each of them, the last one is very nice like Daryk said and as long as you sit back it would be very powerful sniper. 

The first one is a slower Falconer and the 2nd one is a lighter gunned Dragon Fire.  Both useful mechs in concept.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 14 February 2020, 16:22:11
The XL Orion, Awesome wannabe.

Ahem.  I believe you’re too fast to claim such a thing.

In all seriousness though, it looks good.  While the XL does have its draw backs, it saves 9.5 tons on cargo.  You can also drop the spare LB-10 for another 11 free tons to bring the total to 32.5.  That’ll give you room for a spare gauss and 10 tons of gauss ammo with still 7.5 tons to play with.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 15 February 2020, 03:45:53
Ahem.  I believe you’re too fast to claim such a thing.
Nonesense I say.  The 9M went 4/6.  If we finalized the other Orion with a 300XL, I might as well take the last version I posted.  Additional 300XLs just make the logistics simpler.  And if something goes horribly wrong and I need to sub in a standard 300 I have plenty of designs I can rollback to.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 15 February 2020, 10:10:05
Alright, then, we're finalizing with the Orion OM-1GR?  I'll update the sheet as such.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 15 February 2020, 10:51:13
You can also finalize the Orion Of Great Justice with the last version Daryk posted. After playing around with several variations that seems the most fun to me. And I’ve already nodded and painted one to that configuration ;D .
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 15 February 2020, 11:12:11
Too easy, already did it anyways :P
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 15 February 2020, 11:13:44
The armor checks on the ON1-GR, and I noted that in the spreadsheet.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 16 February 2020, 17:02:50
Jester, check your PMs when you get a chance and send me a reply about stuff outside of this game when you have a moment.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 16 February 2020, 20:05:33
So what's the final verdict on the Orion?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 16 February 2020, 20:21:37
It is the Orion OM-1GR I mentioned above.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 16 February 2020, 20:22:15
And it's in the spreadsheet...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 16 February 2020, 21:24:34
And the spreadsheet is as updated as we could figure out with ammo and support equipment.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 17 February 2020, 00:28:55
Only question I have about our reserves has to do with heat sinks we have.  Our numbers are in reserve seem rather low.  I'm assuming that is due to the fact that most of our mechs have larger than 250ERs we are planning on very few replacements from critical hits?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 17 February 2020, 03:11:35
Only question I have about our reserves has to do with heat sinks we have.  Our numbers are in reserve seem rather low.  I'm assuming that is due to the fact that most of our mechs have larger than 250ERs we are planning on very few replacements from critical hits?

Correct.  I only counted heat sinks that were not integrated into the engines.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 23 February 2020, 10:10:53
Fantastic game yesterday!  Can anyone who took pictures post them?  Space Cat's LTAC Orion needs to be shown off, and not just because he was easily the MVP!  :thumbsup:
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 23 February 2020, 12:55:58
From Ed on Facebook, just a few of the ones he took.

https://imgur.com/a/E1L9RVT (https://imgur.com/a/E1L9RVT)
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 23 February 2020, 13:36:28
Nice shots, thanks to you and Ed!  :thumbsup:
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 23 February 2020, 13:45:01
I'm trying to remember all the kills people got in the 1st game.  I know the LTAC Orion got at least 3 kills.  The Exterminator got 1, the Marauder got 2, the Vulcan got 1.  I think the blazerhawk got one and the other P.hawk got one.

I will update the pilot XP later today.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 23 February 2020, 14:12:12
If you count immobilizations, I might have gotten two... hard for me to remember, at least after that margarita you bought me...  :D
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 23 February 2020, 15:07:55
Vulcan got a kill and a surrender.

I think some people were marking on the sheet.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 23 February 2020, 15:13:46
Now that I know we're counting those, I'll definitely be marking them...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 23 February 2020, 15:57:57
Not all immobilizations led to surrenders though
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 23 February 2020, 17:52:09
Not immediately, but in the end all the immobilizations either resulted in surrender or complete destruction, as I recall...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 23 February 2020, 18:09:35
I outright destroyed a Harrasser.  I believe Victor got the kill on the Maxium.  That's all I can tell you with certainty.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 23 February 2020, 18:12:38
And before I forget, I posted that additional Infantry SPA we talked about last night.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 24 February 2020, 10:29:30
So first off thanks for talking me into the LTAC. That thing is a monster against vehicles and I feel it will show similar performance against light mechs.

Kill wise I think the  LTAC got four actual and one “****** it, we’re leaving” after an immobilization.. I think I recorded the kills in the bottom of the sheet (maybe). I know I tracked the ammo and have 9 LTAC, 24 LRM smoke, and 21 LRM 5 rounds left.

Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 24 February 2020, 18:47:54
Excellent... that means your gunnery will be getting even better with that thing...  ^-^
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 24 February 2020, 20:32:14
Almost forgot.  For those of you who where in attendance this past Saturday, a Pittsburgh Steelers sweater/hoodie was left behind by someone.  I believe we turned it in to the lost and found at Guzzah Hobbies.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 25 February 2020, 11:16:20
So what exactly can you spend XP on? I know you can lower your pilot and gunnery skill, but can you buy positive pilot traits, etc?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 25 February 2020, 14:57:39
So what exactly can you spend XP on? I know you can lower your pilot and gunnery skill, but can you buy positive pilot traits, etc?

Right now this is how XP can be used.  When you get enough XP, you can either improve you gunnery or piloting.  When you do this, you will roll 2d6.  If you get double 1s, you also hey a flaw.  If you get an 11-12, you get a SPA.

One alternate thing we can do is that you can turn in XP that is proportional to your mechwarrior's level to acquire a skill point.  That point can be used to improve your gunnery/piloting or you can save up skill points to buy a SPA.  You will still roll 2d6 after getting a skill point to see if you get a flaw.

The advantage of the alternative is that you can guarantee getting a SPA.  The advantage of the way we do things now is you can get both a skill improvement and a SPA off of a single improvement.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 25 February 2020, 19:16:05
So... how much is "enough" XP?  ???
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 25 February 2020, 19:40:49
So... how much is "enough" XP?  ???

It's on the company spread sheet.  But here's how I've broken it down:

A mechwarrior with skills of 4/5, it takes 5 XP to improve your skills.
Once you've improved to a 3/4, it takes 10 XP.
Upon reaching 2/3, it takes 15, a 1/2 takes 20 and so on.

I consider any SPA worth 2 or more points as if you've reached the next tier of XP requirements for skill improvements.  If you all want to use the alternate XP option, then a pilot is ineligible to purchase an SPA until they've improved their skills to a 3/4, but if you want to do the roll of an 11-12, then any pilot (regardless of skill level) can get a SPA.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 25 February 2020, 19:48:52
So... for a first SPA, I'd need 15 XP, but if I had taken a 3/4 pilot, I'd only need 10?  ???
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 25 February 2020, 20:04:22
So... for a first SPA, I'd need 15 XP, but if I had taken a 3/4 pilot, I'd only need 10?  ???

I know it seems odd, but this is my line of thought.

Take a normal average person who hasnt had any training with firearms.  In most cases you can teach them over a weekend on how to handle a firearm and get them to the point where they can hit a target with regular consistancy.  Now look at how much an Olympic shooter trains for minimalistic improvements.

The increase in XP represents how you are having to spend more time to improve as a pilot as your skill goes up.

If anyone has any other ideas or suggestions, I'm eager to hear them.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 25 February 2020, 20:20:36
I'd divorce SPA cost from the skill increase cost.  They're fundamentally different abilities.  You could certainly keep the progressive cost scheme though.  Say, 10 XP for the first, 15 for the second, etc.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 25 February 2020, 21:01:40
I'd divorce SPA cost from the skill increase cost.  They're fundamentally different abilities.  You could certainly keep the progressive cost scheme though.  Say, 10 XP for the first, 15 for the second, etc.

I'd be willing to do that.

So hows this sound:  The first SPA point costs 10 XP, the second costs 15, etc.  You can bank those points to save up to buy the SPA of your choice.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 25 February 2020, 21:09:15
Sounds good to me!  :thumbsup:
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 25 February 2020, 23:52:56
Unless we're getting swarmed every fight that feels like it will take a LONG time to get any development.  Even averaging 4 points a battle (3 kills + 1 for the fight), it'll take 13 months at 1 battle a month to get a 3pt spa and that's it.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 26 February 2020, 16:42:15
This sounds like a complex math problem...quick, to the math cave!
I may have a suggestion as early as this evening. I’ll make sure to show my work.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 26 February 2020, 16:52:43
I got some ideas that would be more a merit/what you did in the fight gave you % chances at upgrades, more you did it the better the chance (though still low).
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 26 February 2020, 17:26:26
Unless we're getting swarmed every fight that feels like it will take a LONG time to get any development.  Even averaging 4 points a battle (3 kills + 1 for the fight), it'll take 13 months at 1 battle a month to get a 3pt spa and that's it.

Which is why I am thinking about giving XP to pilots for kill assists.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 26 February 2020, 19:51:07
That's ALOT of tracking.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 26 February 2020, 19:56:11
AND incentive to fire at everything at least once before really getting into killing things...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 26 February 2020, 23:46:14
I would only count assists on the turn a mech is destroyed.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 27 February 2020, 04:50:21
Ah, that would mitigate my concern... still a bit of book keeping, though.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 27 February 2020, 09:44:46
The popsicle sticks will help out.  It'll mostly fall on me to record that stuff.  The real key part is just trying to build the habit of doing so.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 03 March 2020, 00:31:59
Have we settled on a date for March yet?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 03 March 2020, 21:20:46
Have we settled on a date for March yet?

Yes, the next game is the last Saturday in March.  Same Bat-time, same Bat-channel.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 03 March 2020, 21:27:10
I'll try to be there!  :thumbsup:
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 03 March 2020, 22:17:22
so 28 March then?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 06 March 2020, 20:19:35
Bad news... I've been invited to a friend's wedding that weekend, and won't be able to make the game... Sorry!
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 06 March 2020, 21:20:15
Wedding invites only 3 weeks before hand?  Yikes, but I'll try not to get your blazerhawk blasted ;)
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 06 March 2020, 21:26:11
I would appreciate that!

My friend wants a sword arch, and well, I have one...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 08 March 2020, 12:33:03
So just to be clear, while the Vulcan, P.Hawk and Ostscout await for a helo to come by with repair parts and to pick up prisoners, the rest of the company went ahead to do a bit more scouting.

So here's a question that will need a consensus from the group.  If it looks like you all might make contact, do you all try to wait for the Vulcan, Ostscout and P.Hawk to make repairs or not?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 08 March 2020, 12:44:03
It depends entirely on the contact in question...

With the guys we drove off?  Sure!

With a worst case scenario?  Absolutely not!
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 08 March 2020, 13:27:39
Agreed, entirely will depend on contact, if there is belief that unavoidable contact would occur before repairs could be effected, I'd say I'd move the Vulcan back and leave the Phawk and Ostscout behind as their repairs are more important.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 08 March 2020, 13:50:09
Hopefully the Blazer Hawk's Recon Camera will give us SOME kind of warning...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 08 March 2020, 16:40:50
So as the 2 Lance's of the company are scouting forward, you all pick up comms from an unidentified contact that is clearly in the middle of a fight.  You all hear things like:

"They played us."
"Scatter and regroup at the normal place."

Along with the normal expletives youd probably get.

After about half an hour, you all get hailed over the radio that goes something like this,

"To the company of unidentified mechs approaching.  This is captain Bauer of the Timbuktu Security Forces.  If you are coming to rescue your pirate friends, I'm afraid you're too late.  We will gladly put you in the same grave where they are.  If you are instead in pursuit of these pirates, we appreciate you coming all this way, but your assistance isnt required."

From the discussion we had after the last meeting, you all radioed back to your battalion HQ and after some time they got back to you all saying that there are no local security forces operating in your area.

So what's does the company want to do?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 08 March 2020, 16:51:41
First, get a bearing on the transmission from the supposed "Security Forces"...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 08 March 2020, 16:57:19
First, get a bearing on the transmission from the supposed "Security Forces"...

Done.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 08 March 2020, 17:00:01
Hooray for Improved Communications!  8)

The next intel need is how many individual units have we heard?

While the SIGINT types are working on that, we should get a read from HQ on how they feel about units claiming to be them...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 08 March 2020, 17:19:05
Hooray for Improved Communications!  8)

The next intel need is how many individual units have we heard?

While the SIGINT types are working on that, we should get a read from HQ on how they feel about units claiming to be them...

You've probably heard from at least half a dozen units, but alot of it was guys talking/screaming over each other.

As to HQ, they have told you they are negotiating for higher pay to investigate this; your contract stipulates to kill/capture pirates, not investigate if there are units masquerading as something they arent.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 08 March 2020, 17:31:42
If they're still negotiating, then we should cautiously approach, and not engage unless we get paid to...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 08 March 2020, 18:32:10
If they're still negotiating, then we should cautiously approach, and not engage unless we get paid to...

Fast forward another 20-30 minutes and HQ says they secured new terms and the battalion will receive extra pay if you investigate.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 08 March 2020, 18:35:58
Investigate it is!  Now to find out if the bluffing bastards hung around for us...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 08 March 2020, 19:31:42
Investigate it is!  Now to find out if the bluffing bastards hung around for us...

So now the question becomes, do you wait for the P.Hawk, Vulcan and Ostscout?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 08 March 2020, 19:34:31
If the 20-30 minutes it took for HQ to come up with an answer wasn't long enough to at least get them underway, I'll have to think about it.  And given I won't be there on the 28th, I'd really prefer to get an opinion from someone who will be...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 08 March 2020, 19:44:25
If the 20-30 minutes it took for HQ to come up with an answer wasn't long enough to at least get them underway, I'll have to think about it.  And given I won't be there on the 28th, I'd really prefer to get an opinion from someone who will be...

It'll have taken at least an hour or two for the helo to fly out to where you all are.  That's how long it took for the 2 lances to clear the swamp.

About an hour has passed from when you initially heard the radio signals and got the updates from HQ.  So in that time, the 3 mechs can get some repairs done.  Or you can focus to fully repair one of the mechs.  Unless you want to wait until they are fully repaired; that's going to take another hour or two.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 08 March 2020, 20:02:16
Rog... I'll wait for someone else to weigh in before continuing, then...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 08 March 2020, 20:48:29
coudl we focus repair the Vulcan and slap armor on the head of the Phawk in that time?  Ostscout is probably not needed for this fight, can wait
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 08 March 2020, 20:52:34
We would want in the background monitoring remote sensors and giving lines of bearing on comms...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 08 March 2020, 21:06:27
I'd not want it off alone offmap as it may get ran down by something it cant run from. we got a plethora of improved comms mechs to cover down.  it can cover final recovery and return to the group once completed repairs.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 09 March 2020, 04:16:48
What couldn't it run from?  ???
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 09 March 2020, 17:05:15
Fast hovers are what initially come to mind.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 09 March 2020, 18:13:44
Not with woods though... and we fought in some fairly wooded terrain...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 09 March 2020, 18:45:19
We're coming out of that though, as maps would show.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 09 March 2020, 18:48:28
I didn't get that sense from Jester, though we should have terrain maps (at least) from our employers that would confirm or deny that.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 09 March 2020, 18:55:05
Given the 2nd fight and i think he mentioned that we'd be leaving the swamp area behind.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 09 March 2020, 19:10:59
I missed that... will wait for Jester to weigh in.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 09 March 2020, 21:15:31
Given the 2nd fight and i think he mentioned that we'd be leaving the swamp area behind.

Correct.  It would take the company a couple hours to clear the swamp.  That’s about when the helicopter would show up with repair parts.

Also, after looking at the record sheets, the P.Hawk and Vulcan have taken about the same amount of damage.  The Vulcan has lost 21 points of armor and the P.Hawk lost 18.  Its more spread out on the P.Hawk though.  The majority of the damage on the Vulcan is in the CT (11 points).
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 09 March 2020, 21:22:31
Right, so time wise could we get at least the left torso on the Vulcan and head on the Phawk armored in time to make it?  Anything after that is gravy.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 10 March 2020, 04:26:59
Left torso?  Or Center?  ???
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 10 March 2020, 15:24:21
If memory serves, the Vulcans left torso is under half armor remaining.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 10 March 2020, 15:25:48
Orrrr jester, you could just say, you can fix this number of armor pops in enough time to make it and let us decide once we get there what armor to fix where.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 10 March 2020, 18:34:59
As I recall, the time for armor repairs is "per location", so that's the limiting factor...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 10 March 2020, 18:53:01
Then give us number of locations.  About the same ish
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 10 March 2020, 18:57:37
Jester has the sheets, not me...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 10 March 2020, 19:57:19
Ostscout damage: 5 points CT, 3 points LL, 2 points RA.
P.Hawk damage: 2 HD, 2 CT, 2 LA, 2 LL, 4 LT, 2 RT, 4 RL
Vulcan: 11 CT, 9 LT, 2 LL.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 10 March 2020, 20:03:37
Given that list, I'd prioritize them as:

1) Vulcan CT
2) Vulcan LT
3) Ostscout CT
4) P-Hawk HD
5) P-Hawk LT
6) P-Hawk RL
7) Ostscout LL
8) Vulcan LL (to finish it off)
9) Ostscout RA (to finish it off)
10) P-Hawk CT
11) P-Hawk RT
12) P-Hawk LL
13) P-Hawk LA
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 10 March 2020, 20:37:52
So this is what I’m gonna do.  According to strat ops, it takes 5 minutes per point of armor to repair.  I will say there are half-ton plates that can be applied in 30 minutes instead of 40.

Bythe time you all are given orders to investigate, you all would have had about an hour worth of work.  Only a single tech team was able to come on the helo.

So you can repair most of the damage to the Vulcan’s CT and LT.  I’ll say the P.Hawk’s pilot can repair the head damage by himself and the Ostscout can either repair the damage to its arm or leg (not both).  If you want to do more repairs, that will of course take more time.

Right now the Oscout, Vulcan and P.Hawk are a little over an hour away due to their jump capabilities.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 10 March 2020, 20:42:25
Ouch... only one Tech Team makes things painful, but bearable.  I'll leave it up to Tinyozora from here...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 10 March 2020, 21:49:20
1) Vulcan CT
2) Vulcan LT
3) Ostscout LL
4) P-Hawk HD

would be my selection, leg more important than an arm
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 11 March 2020, 04:17:27
Arm?  I had the Ostscout CT as the #3 priority...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 11 March 2020, 12:29:47
Yes. But jester isnt giving us time for the CT unless we want more time, which I dont personally.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 11 March 2020, 17:34:25
Now I'm confused... the SO repair rules are by location, and don't differentiate.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 11 March 2020, 19:58:49
Now I'm confused... the SO repair rules are by location, and don't differentiate.

It’s a matter of man power and time limitations.

Basically the tech team is focusing on the Vulcan as it’s taken the most damage.  In an hour, it can slap on 2 of those half-ton plates I mentioned.

While the techs are working on the Vulcan, the pilots to the P.Hawk and Ostscout can, on their own, slap on a couple points of armor.  Since they are working alone, it’s going to take them 3-5 times longer to repair a single point of armor.

I can do this.  The pilot of the Vulcan can help out either the Ostscout or P.Hawk.  That’ll allow you to repair 5 points of armor to whichever mech you feel needs it.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 11 March 2020, 20:06:07
In that case, definitely the Ostscout's CT...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 11 March 2020, 23:31:01
Ok, then let's do that then. 

1) Vulcan CT
2) Vulcan LT
3) Ostscout CT
4) P-Hawk HD
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 12 March 2020, 04:36:27
Sounds like a plan!  :thumbsup:
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 12 March 2020, 11:59:42
Just wanted to FYI that I received an email today stating at least one individual in our office is undergoing virus testing. Based on the results (expected in 2-3 more days) I may be self quarantining and unable to make it the 28th. I’ll keep y’all updated.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 12 March 2020, 15:05:11
Just wanted to FYI that I received an email today stating at least one individual in our office is undergoing virus testing. Based on the results (expected in 2-3 more days) I may be self quarantining and unable to make it the 28th. I’ll keep y’all updated.
Oh shit, hope it's negative.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 12 March 2020, 15:57:22
You and me both. On the upside (kinda) my wife got told by her office to telework until we get the all clear from my side of things. As the worlds most introverted person she’s more thrilled then she probably should be.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 12 March 2020, 16:17:48
We've told our students to work on their Individual Student Research Papers next week while we figure out how to rework our academic schedule for distance learning.  We had a TON of guest lecturers and site visits lined up that we'll have to figure out how to replace...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 15 March 2020, 03:05:18
Jester,

Did you have a chance to look over the linking weapons rule and TacOps and decided whether you would be okay using the rule?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 15 March 2020, 07:41:30
Jester,

Did you have a chance to look over the linking weapons rule and TacOps and decided whether you would be okay using the rule?

Not yet.  I'll look at it later today.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 15 March 2020, 18:32:29
Jester,

Did you have a chance to look over the linking weapons rule and TacOps and decided whether you would be okay using the rule?

So after reading the rules for linked weapons, I will not be using that rule for the campaign.  Reason being is that the all-or-nothing approach a mech can go from having no damage to being completely wrecked in the blink of an eye, and I don’t think that makes it appealing for campaign play.

I wouldn’t mind using it for one time scenarios and pick up games though; especially large games to help streamline the die rolling.

On a different note, I will be adding a new SPA that can be taken for pilots (mech, vehicle and aerospace).  I’m calling it “Weapon Specialist”.  When taken you choose one weapon (large laser, AC10, LRM15, etc.).  The effect is that when you make an attack with the chosen weapon you roll a D6 and a D8 for the To Hit roll.

I’m not sure if I should make it a 2 point or 3 point ability.  Thoughts?  Concerns?  Criticisms?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 15 March 2020, 18:41:48
It's a pretty minor tweak to the odds, so I'd go with 1 or 2 points at most...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 15 March 2020, 19:29:08
Jester, Huzzah Hobbies just posted the following on Facebook:

"Starting Monday 3/16 we will be open normal business hours for retail business but our gaming halls will be closed indefinitely. We are concerned for our customers, community and employees and believe this is the best approach for the time being."

If we still want to play and just keep it smaller I'm willing to offer my place south of Springfield.  Or if someone else has more table space.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 15 March 2020, 19:55:49
I just saw that. Let me introduce you to the Space Cat Gaming Emporium of Fairfax. I've asked the wife and if we get the green light from my co-worker getting tested we're pretty much clear to run a game here. I've got a table that can handle 2-3 battlemats and plenty of physical space for folks ( assuming it's not like...a shitton of people). If we can get a head count before hand I'll get the final go ahead.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 15 March 2020, 20:40:49
If either of those falls through, I might get clearance from my wife (and daughter... the gaming table is right outside her room).  Jeff has seen it at least, and knows there's enough room.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 15 March 2020, 21:38:53
So I just got word from work: our possible patient zero is in fact not a patient zero. Tests came back negative thankfully.

My play space here is a 4 1/2 by 4 1/2 square table with seating for eight (more if you don't mind standing). I've got an island staging area next to it for dice, minis, record sheets, whiskey, etc. No animals aside from the actual space cat (I know some people may have allergies, etc). Play space is on the second floor so there's one set of stairs to navigate for anyone with mobility issues (lord knows my knees don't love our stairs sometimes). The wife has volunteered to make a couple of baked goods if it happens here. Map location is the Fair Oaks area in Fairfax county (I'm not sure where everyone is coming from/distances/etc.).

Do we have a headcount for the 28th? Usually I run a monthly board game group out of here but its been canceled due to the impending apocalypse. It typically runs 6-10 people, if we decide to do it here I assume we can field about the same without issue.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 15 March 2020, 22:23:21
Space Cat or Daryk would be preferable locations for sure.  I'm down and Faor Oaks is better for most of us.  Once a decision gets made I can post or we can just bring in the core folks to keep it smaller.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 16 March 2020, 00:53:47
Yeah, looks like that if we want to game this month, we'll have to do it at someone's house.  That's fine by me.  Whichever location seems best for the majority.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 16 March 2020, 01:32:31
As long as I don't have to trouble myself on where to park, I believe all of those options are viable for me.  They all are potentially closer to me as well.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 16 March 2020, 04:46:08
Oh right... the 28th... As far as I know, the wedding is still on, so I can't make it this month (at least not yet).
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 16 March 2020, 10:19:10
Regarding the date of the game: I think the main reason we were scheduled for the 28th is Huzzah had events planned and thus didn't have the space (though I could be wrong) if memory serves?

I know it would be super short notice but if we want to play this weekend I could likely swing it. I don't think it's going to matter to the wife either way since we've both officially received the "if you can, telework" orders from our offices and can stare at engineering docs/spreadsheets from home. Let me know if this piques any interest and I'll pass it along to her and get back.

Just wanted to throw that out there since Daryk still looks like he'll be out on the 28th.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 16 March 2020, 10:30:19
I'm up for a game this weekend though it also doesnt have to be the campaign game
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 16 March 2020, 12:05:16
If you all want to play, by all means do so.  My father's bday is this Saturday so I wont be able to make it.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 16 March 2020, 18:23:12
Ah, the logistics challenges of middle age gamers...  ::)
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 16 March 2020, 19:44:30
So if it looks like we're only going to have 3-5 people on the 28th, I'm more inclined to do something different from the campaign.  Because if most of the people arent going to be there, then I dont want them to miss out on the action.

We could do a team game sort of like what we did months ago; everyone gets a card to let them know what team they are on but that's hidden knowledge.  We'd just have to decide on how much BV each person hets.

I could throw together a Clan vs IS scenario, Wolf vs Jade Falcon or a WoB vs Clan game.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 16 March 2020, 20:47:15
Ah, the logistics challenges of middle age gamers...  ::)

Quoted for truth. Organizing the monthly board game is like wrangling cats. And I've wrangled a cat before, with a lasso from the back of a horse.

If a couple of people want to get together at my place this weekend for a small game I've tentatively cleared it with the wife. I'm also down for doing the alternate scenario on the 28th and still volunteer our place. I'll do anything that lets me put metal on the table.

I'm using this time to knock out the queue and am 70% done with a Star League era company. Complete with LAM and a Mackie cause why not?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 16 March 2020, 20:49:07
A LAM?  Pics?  Please!  :drool:
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 16 March 2020, 21:09:25
Spacecat, yes I'm down.  Daryk, what about you?

Jester, what do you mean only 3-5?  Did you talk to Ed, James, others?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 16 March 2020, 21:22:07
I'll have to find my allergy meds and permission, but I think both won't be too hard to find before Saturday...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 16 March 2020, 21:41:24
A LAM?  Pics?  Please!  :drool:

I'll get some pics up once I've got some more paint on them. Current roster is:
Mackie, Atlas, Highlander, Flashman
Champion (modded the legs so they actually look like its fast), Icarus II, Kyudo, Guillotine
Hussar, Thorn, Mongoose-Gunslinger, Light LAM (honestly it could be either a wasp or stinger) in Airmech Mode

It's a motley bunch but I think it'll look good once I'm done. The Star League green (ish) came out a lot better than I expected.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jatska on 16 March 2020, 21:48:41
I wont be making any game this month, I am in self quarantine after my dad attended Church. The organist there was confirmed to have been in close contact with a confirmed case and possibly exposed my dad, and thus exposing me. So far no signs, but playing it safe.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 16 March 2020, 22:53:28
Spacecat, dod you have something in mind for this weekend?  If not I can find something and print out sheets and stuff.

As for the 28th, I'd like to keep with the campaign just to keep it moving along, understanding some cant be there, but such is life. 
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 17 March 2020, 04:10:37
I wont be making any game this month, I am in self quarantine after my dad attended Church. The organist there was confirmed to have been in close contact with a confirmed case and possibly exposed my dad, and thus exposing me. So far no signs, but playing it safe.
Yikes!  Stay safe!

I'm ok with the Campaign continuing on the 28th even though I can't be there.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 17 March 2020, 12:04:26
Jester, what do you mean only 3-5?  Did you talk to Ed, James, others?

I have not spoken to any of the others.  I just assumed that not many people would be able to make it for various reasons; the virus, not knowing about the change in venue, etc.

We can still run the campaign.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 17 March 2020, 12:33:08
Spacecat, dod you have something in mind for this weekend?  If not I can find something and print out sheets and stuff.

As for the 28th, I'd like to keep with the campaign just to keep it moving along, understanding some cant be there, but such is life.

I've got no specific plans/scenarios/etc in mind at the moment. If you want to come up with something for whomever shows I'm down with that.
Do you use a site or app to create forces, etc? I was trying to find a BV calculator/army builder but haven't come up with a decent one yet.
And do we have a headcount on whom might be coming?
 
I'm actually going to swing by Huzzah this afternoon and grab a second battlemat, maybe a mech or two. They've started only letting ten folks in the store at a time.

Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 17 March 2020, 13:28:12
Spacecat, if you're willing to share me your address in a private message, I can start touching base with people for interest this weekend and next.  I'll not put it in the groups but have people reach out to me to message it to them. 

I use Solaris Skunk Werks (https://github.com/Solaris-Skunk-Werks), it has a battleforce generator you can use and change pilots so you can get updated BV.  I'll use one of the historical turning points.  I got Galtor (Kurita vs Davion 3025) or Misery (WD vs Kurita 3028) that I think would be cool to run.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 17 March 2020, 15:07:33
I'm totally in for either of those scenarios!  :thumbsup:
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 17 March 2020, 17:09:39
pick a number between 2-5
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 17 March 2020, 17:39:09
I texted you 3... any hint as to what that actually means?  ???
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 17 March 2020, 17:44:35
I had never taken a look at the actual Battletech campaign booklets but recently got my hands on The Fall of Terra and the FedCom Civil War and they're surprisingly good reads/scenario packs. Something else to add to the list of things to collect. My wife may kill me.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 17 March 2020, 17:45:58
I like the 3025 better, but the later stuff doesn't appear to be bad...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 17 March 2020, 19:44:32
more than likely it will be a company+ of the Ryuken-San versus two lances of Beta Regiment.  I'll do the building out the forces this week.

This is a simple enough scenario, it's not perhaps balanced entirely, but it's straight up fight.  If people would prefer, we can do a more objective based one instead?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 17 March 2020, 19:50:25
That one IS objective based... kill as many Kuritans as possible while preserving as many Dragoons as possible... At some point, withdrawal becomes the right answer.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 17 March 2020, 22:46:14
I think that's a different one.  This one is purely completely destroy the enemy one way or the other.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 18 March 2020, 04:13:13
Well, it was kind of the overall theme of Misery...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 18 March 2020, 10:19:45
Alrighty, so looks like it's my place this weekend. We can fit up to about ~8 ish folks in here (not counting myself) with no real issue.
Tinyozora has been kind enough to sort out the scenario and points so we're set for that.

Start Time: The usual high noon (12:00 p.m.)
End Time: Lets shoot for 5-6, that gives us plenty of time to get a game (maybe two) in and won't drive the spouse batty.

Snacks/Drinks: We'll probably have a couple of cooked items on hand, but it'll be bring your own unless you're a fan of water or whiskey and health-food. The vain goal of following doctors orders continues so there aren't any soft-drinks or traditional snacks in the house. If you like whiskey (which counts as a health food) I will have my stash on hand (I might have a few beers laying about too that I've sworn off of) and with one or two exceptions it's always open to gamers. Be warned, if you consume said whiskey I will tell you it's life history (I've got a few things that don't export out of Scotland on hand). 

I'm not sure what the play-at-home standards are for adult beverages but I've got no problem with a drink or two consumed as long as folks are responsible about it (and I think everyone in this group is past the point of joining the shitfaced train).

There's neighborhood parking and you can fit two vehicles in my "driveway" (just don't smack the garage door, that's definitely happened before). There's also parking , I've been told, across the street from my neighborhood at twin office buildings that are closed on the weekend. It's a short walk from there but I feel that we won't have to worry about it.

As mentioned, there's a cat on premises but he's probably going to hide upstairs far away from any interaction with us. Just wanted to FYI for anyone with allergies.

I know Tiny, Daryk, and Firesprocket have expressed interest. If you want to make it shoot me a message and I'll hit you up with the address and my phone number in case you need directions on parking, etc.

Oh, and when you do show up please knock instead of ringing the doorbell. The actual Space Cat haaaaaaates the doorbell.

Finally, if you feel sick, are exhibiting symptoms, or have had contact with someone who is infected as much as I would love to have you here to roll dice please stay the ****** home. One reason I feel comfortable hosting is I've got no elderly family in the area I have to interact with or care for (my mother is posted up on her farm with a shotgun, her pack of dogs, and enough dry goods to last til the apocalypse comes, so I'm unconcerned) but some of us may not have that luxury. Lets have fun with the giant robot murder, but do so responsibly.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 18 March 2020, 11:03:05
I've reached out to four more on the FB, with confirmation from one and interest from two others.  So should be a good group.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 18 March 2020, 12:02:27
Crap, now I have to clean at least the first two floors of the place lest my wife never allow me to live down the shame.  xp
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 18 March 2020, 17:18:06
I am allergic, but will take my drugs before arrival (yes, I found them).  I've been living cheerfully cat free for five years now, but I've been put on notice that will end after another year.

I'll see about bringing some rum to complement your whiskey...  ^-^
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 20 March 2020, 00:07:46
Today work released the details that 2 people in another office test positive for COVD19.  While we had no cases in our office, we did have someone that was on a stretcher outside the building for treatment this morning.  It's not uncommon that stress related, general anxiety, or other less severe instance that they call 911.  Not know what the reason was though and the fact they didn't scrub down and disinfect the building last weekend like they said they would I'm going to skip this weekend and next weekend so no one potentially gets exposed to anyone here gets exposed either.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 20 March 2020, 11:15:06
Sprocket, you ok with us continuing the campaign next week, or do you want us to wait?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 20 March 2020, 11:57:54
Yeah that's fine.  I'd rather be there than be at home, but I would rather folks presses on.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 20 March 2020, 12:42:32
We respect and salute your decision to not expose us to the plague more than necessary.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 20 March 2020, 15:06:18
The wedding on the 28th is still on, but if that changes, I'll need a ride as usual...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 20 March 2020, 16:54:58
The wedding on the 28th is still on, but if that changes, I'll need a ride as usual...
Given the state of the world right now, that seems nuts.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 20 March 2020, 17:06:33
Assuming it's a go, I'm just part of the sword arch... the only guy I'll be close to is one of my co-workers.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 23 March 2020, 19:18:41
So how'd the game go this past weekend?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 23 March 2020, 19:26:14
I think the Combine still had a chance of winning when we called it, but I don't think anyone else agrees with me.  The Dragoon Stalker and Awesome were FUBAR, and the back of the Thunderbolt was open, while the BattleMaster had a head hit.  All the Combine had to do was down one of those to win, and though we had neutered both their AC/20s and half their Wolverines, they certainly had enough firepower to pull it off.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 23 March 2020, 22:53:44
Jester, Daryk kind of jumped in without explaining.  We did a setting from HTP Misery with 8 elite Wolfs Dragoons running across 2 companies of regular Ryoken in consecutive battles.  The full ryoken force had a 2 to1 weight and base bv, but only a few thousand advantage on adjusted BV. 

First company got split and defeated in detail though it did take awhile.  A ton of luck for the Dragoona led to easy enough victory.  Then the second company came and it looked hairy there for a few rounds, but concentrated fire on the biggest threats by the Dragoons and split fire from the Ryuken led to an eventual Dragoon significant victory.  18 ryoken mechs destroyed for 2 Dragoons with significant armor damage, probably disabled or dead if we continued. 

The dragoon luck continued for the 2nd force.  Ryoken lost three mechs to head kills, two others to pilot unconsciousness, and three mechs to flooded legs when they ran across ice and fell in with open armor.

There are a few things I'd change if given a redo to make it more balanced I think.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 24 March 2020, 07:40:34
On the upside I have learned:

What happens when a mech with open armor falls into water.
Risk vs reward on chargers and DFAs.
If there is an environmental hazzard I am doomed to trigger it.
Any time I fall I will crit on myself at least once.

The head hit kills against some of our heaviest units (especially that Archer at the start) really hurt.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 24 March 2020, 17:11:45
yeah, dice being dice can make something that should be closer not that close unfortunately.  Was also my first organized scenario so i learned as i said as well.

Jester: Pending a very small chance, right now it's just you, me, and Spacecat.  MAYBE a 4th, but it's unknown.  I'd say at this point it may be worth having an alternate option.  I can do up another one, or you can if you got something in mind.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 24 March 2020, 19:15:16
Just to be clear, the 4th is me... the wedding is still on, but the sword arch has been reduced to two (one being me), and we have to wait outside the church, so weather is now the go/no-go criteria.  The call will made on Friday...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 24 March 2020, 19:16:54
yeah...you....was totally you all along...  ;D
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 24 March 2020, 21:48:51
yeah, dice being dice can make something that should be closer not that close unfortunately.  Was also my first organized scenario so i learned as i said as well.

Jester: Pending a very small chance, right now it's just you, me, and Spacecat.  MAYBE a 4th, but it's unknown.  I'd say at this point it may be worth having an alternate option.  I can do up another one, or you can if you got something in mind.

I can throw something together.  I had an itch to do a “bridge too far” type game during the Tukayyid campaign in preparation for the CGL Clan invasion release.

Either that or a Liao vs Davion game during the FEDCOM civil war where the Capellans are looking to take some stuff back they lost in the war of 3039.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 24 March 2020, 23:00:11
I'd love to play some cappies, please give me alllll the toys :D
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 25 March 2020, 08:15:43
I'd love to play some cappies, please give me alllll the toys :D

After our discussion last week this kind of terrifies me.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 25 March 2020, 16:11:52
As well it should...  ^-^
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 26 March 2020, 16:03:41
Alrighty then!  I got a 3067 Liao vs Davion scenario drawn up.

The context is that while Davion are fighting the FCCW, Liao is taking advantage of the situation and has been raiding some planets.  During one of these raids, local Davion forces managed to be near by to respond. 

This caused the Capellan forces to scatter and now one of their lances is being pursued by a company of Fed Suns.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 26 March 2020, 17:58:43
Sooooo tempting... I can only hope the wedding (or rather, my part in it) is cancelled at this point, though...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 26 March 2020, 18:16:46
So are we going to be playing at Space Cat's place?

If so, is there something I can bring to show my appreciation to Mrs. Space Cat for giving us a place to need be nerds?  A bottle of wine?  Marinated chicken?  Or, given what's going on, some toilet paper/paper towels?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 26 March 2020, 18:23:10
I brought a bottle of rum last week, so...  ^-^
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 26 March 2020, 18:52:13
I brought a bottle of rum last week, so...  ^-^

So maybe theres some left to partake?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 26 March 2020, 18:57:44
Possibly... less likely for the Cream Soda, though...  ^-^
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 26 March 2020, 20:11:10
Alrighty then!  I got a 3067 Liao vs Davion scenario drawn up.

The context is that while Davion are fighting the FCCW, Liao is taking advantage of the situation and has been raiding some planets.  During one of these raids, local Davion forces managed to be near by to respond. 

This caused the Capellan forces to scatter and now one of their lances is being pursued by a company of Fed Suns.
So a lance vs a company.  Hmmm.....should be interesting.  I'm curious as to what the balance will be  >:D
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 26 March 2020, 20:12:11
I'm sure it will be tuned perfectly to make me regret not being there...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 26 March 2020, 20:26:15
So are we going to be playing at Space Cat's place?

If so, is there something I can bring to show my appreciation to Mrs. Space Cat for giving us a place to need be nerds?  A bottle of wine?  Marinated chicken?  Or, given what's going on, some toilet paper/paper towels?

First off, Mrs. Space Cat finds the name "Mrs. Space Cat" so entertaining she laughed out loud. She appreciates the sentiment but is just pleased that it keeps me from going insane during this trying times (because I am an extrovert married to an introvert). She says just to BYOB and yes, there's enough rum still here to go around though the cream soda stores are low. There will likely again be carbs and cheese available.

If anyone does decide to ever bring wine take note: go with whites.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 26 March 2020, 20:48:32
Jester, I'd also say bring both the campaign and the alternate scenario.  If Daryk is there we can campaign, if not then alternate.  Or would that be too much?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 26 March 2020, 20:57:23
Now I'm really going to feel bad if I can't make it...  ::)

At least I know the rum was appreciated!  8)
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 27 March 2020, 09:18:58
Now I'm really going to feel bad if I can't make it...  ::)

At least I know the rum was appreciated!  8)

The rum plus cream soda combination is, in my opinion, my most important discovery of 2020 so far.

Also it looks like an 80% chance of rain in the NOVA area tomorrow...just saying.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 27 March 2020, 16:44:14
Ok, I plan on being there probably around 11 AM.  Make sure to bring your appetites as I will be bringing some Chik-Fil-A nuggets and, my apologies Daryk, some deviled eggs.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 27 March 2020, 17:19:11
I will be bringing some Chik-Fil-A nuggets

Ah, you've discovered the way to Mrs. Space Cats heart.
There will be delicious brie.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 27 March 2020, 19:44:14
Wedding is on, despite the rain prediction... we'll see how it goes...

And yes, I'll miss both the brie and the deviled eggs...  :-\
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 28 March 2020, 01:16:49
The rum plus cream soda combination is, in my opinion, my most important discovery of 2020 so far.
I ran out of cream soda last night so I have to go out tomorrow and get more.  I've alternated mixing it recently with Jim Beam Honey Whiskey or Bacardi Dragon Berry Rum, which I thought was a different flavor entirely when I grabbed it off the shelf.  Never had it before, but it's pretty decent, which is a good thing because I have quite a large bottle of it.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 28 March 2020, 04:03:02
I asked my wife to pick up more rum on her way home from Norfolk.  For some reason, it seems to be on perpetual sale down there...  ^-^
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 29 March 2020, 14:14:19
The wedding went off without a hitch (or hardly anyone in the church).  I heard a little about the game... how did it go?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 29 March 2020, 14:45:40
Mines are bad. Stealth armor is bad. That is all.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 29 March 2020, 14:52:00
Both of those things are true...  Did you get the head cap?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 29 March 2020, 16:49:19
Both of those things are true...  Did you get the head cap?

That was my doing.  Jeff's crit rolls did play a significant factor by blowing up some ammo on a Dervish.  Getting 3 crits on a Centurion's leg.  I had a Black Hawk-KU fall over (needing a 4 to stay up) and deal the last point of damage to its LT destroying it along with the XL engine.  Luck was definitely on the side of the Capellans.

I had designed the scenario as sort if a training mission to teach people how to recognize when they may have stepped in over their heads and then try to do a fighting withdrawl.  The only mech that I would like to change would be the Caesar on the Fed Suns.  I wanted to give them another heavy hitting weapon like a gauss rifle, but I couldnt think of another decent medium mech or fast heavy with it.  They had an Enforcer III with a gauss already.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 29 March 2020, 17:42:29
I probably would have pulled chocks a turn or two before you intended us to, based on what Jeff said you gave him...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 29 March 2020, 19:29:16
Mines are bad. Stealth armor is bad. That is all.

Only if they are in your opponent's arsenal and not yours.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 29 March 2020, 22:06:33
I probably would have pulled chocks a turn or two before you intended us to, based on what Jeff said you gave him...

Well, it started off with 12 Davion mechs chasing down 4 Liao mechs.

Davion:
Enforcer III, Jaegermech III, Raptor, Argus, Osiris Shadowhawk, Blackhawk KU, Caesar, Centurion, Stealth, Uziel and Dervish.

Liao starting force:
Sunder, Avatar, Ti T'sang and Gladiator
Liao hidden units:
Marauder, Cataphract, Raven, Sha Yu, P.Hawk, Huron Warrior, Anubis, Archer

So yeah, there are some big threats there on the Liao side, but Davion had an overwhelming tonnage advantage at first.  Then around turn 4 the Archer, Cataphract Sha Yu and Anubis were revealed.  A couple turns after that the rest of the Liao mechs made their appearance.

The context of the fight was the Capellans had been raiding Davion facilities for a while.  Their true purpose was to try and draw out a Davion unit and destroy it.  The lance of the Sunder, Avatar, Ti'Tsang and Gladiator were the bait.

I took a chance with the Raptor and ran it to try and get in position to try and run down the Avatar with the Centurion.  Jeff got lucky with the Gladiator and hit it with an AC20 despite needing 10s to hit.  The only lucky break the Davion got was the Caesar hitting the Marauder in the head with the gauss.  The Stealth alphaed into the back of the Avatar (who had its LT-rear armor stripped) needing 6s to hit and missed with every shot.

I knew the rules for mines are too powerful; but I wanted to use them to show people who were unfamiliar with them just how unbalanced and dangerous they were.  In the campaign, I modify the rules for mines to where if they detonate, you roll on the cluster chart and then the mines automatically degrade by that amount.  Because I think its stupid that an 20 point minefield can do more than 20 points of damage in the course of a game and that the rules have all 20 points from a non-command detonated set of mines deal damage.  Yes once a minefield is discovered, you know its there, but then it forces the opponent to either go out of his way to avoid them or take the chance at running through them.

Again, I wanted to use the mines as a teaching opportunity.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Firesprocket on 29 March 2020, 22:15:28
Which Sunder and Avatar were used?  Also exactly how many minefields did you have seeded the battlefield?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 30 March 2020, 02:47:22
Which Sunder and Avatar were used?  Also exactly how many minefields did you have seeded the battlefield?

They were both the original configurations.

I think Jeff said he laid down 29 hexes of thunder LRMs spread out around 4 map sheets. I stipulated though that he would have to expend ammo from the mechs to lay down any mines.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 30 March 2020, 04:01:03
Ah, so you weren't using the mine rules from that Amaris scenario...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 30 March 2020, 08:10:23
I think Jeff said he laid down 29 hexes of thunder LRMs spread out around 4 map sheets. I stipulated though that he would have to expend ammo from the mechs to lay down any mines.
29 hexes indeed.  18 hexes from the Archer alone.  Left it with 18 rounds of combat munitions, given the scenario and intent I felt was acceptable.

All 8 hidden mechs were stealth variants.  Huron Warrior was 2x LRM15 with stealth.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Tinyozora on 30 March 2020, 08:12:27
opps
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 30 March 2020, 20:13:34
Ah, so you weren't using the mine rules from that Amaris scenario...

Correct.  We used the mine rules from Tac Ops.  We'll see if CGL revisits the rules for those when they get around to reprinting Tac Ops.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 30 March 2020, 20:33:49
I wouldn't bet on that soon, but I bet the next version of the rules will...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Gooner on 30 March 2020, 22:52:33
Sigh.  Ready for this bug to burn out.  :-[

With my local travel area restrictions and now the Governor's new restrictions it will be summertime before I can come up and learn from y'all.

Please keep posting up and I'll keep painting and basing lances.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 01 April 2020, 14:52:09
So I've got a question for the group that someone who is more familiar with the rules may be able to answer: can Inner Sphere infantry and mechanized infantry take TAGs?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 01 April 2020, 18:06:48
So I've got a question for the group that someone who is more familiar with the rules may be able to answer: can Inner Sphere infantry and mechanized infantry take TAGs?

I believe light TAG was developed mainly for infantry use because the normal TAG equipment was too heavy for infantry to use.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 01 April 2020, 18:08:21
Sigh.  Ready for this bug to burn out.  :-[

With my local travel area restrictions and now the Governor's new restrictions it will be summertime before I can come up and learn from y'all.

Please keep posting up and I'll keep painting and basing lances.

Yeah, I know it sucks.  Just stay safe and patient and things will blow over eventually.  Look forward to seeing your paint jobs.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Jester006 on 01 April 2020, 18:11:36
Just wanted to let you all know that I am talking to a guy who can 3D print stuff.  Hopefully I'll have some goodies to give people at the next WWE.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 01 April 2020, 19:05:07
Cool... and for Space Cat's question: YES, absolutely!  Though the infantry version of TAG is not quite as cool as the normal kind.  Something about not having a fusion engine to run the laser...
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 03 April 2020, 22:29:16
Cool... and for Space Cat's question: YES, absolutely!  Though the infantry version of TAG is not quite as cool as the normal kind.  Something about not having a fusion engine to run the laser...

Excellent. I’m trying to finish up my Kurita mixed arms force and was looking for a way to add some variety to the infantry but wanted to make sure it would be legal on the field. My newest mech conversion is using a Hollander main gun to create a Marauder 5S.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 04 April 2020, 05:35:34
Neat... have you picked up Tech Manual?  The pdf is only $15 or so...  The infantry TAG is in there.
Title: Re: Battletech Beatdowns in Northern VA
Post by: Space Cat on 06 April 2020, 16:32:13
I actually have the hardcopy, I think I just couldn't find the specific entry under the infantry weapon selection. Or maybe i was looking in Total War?
Title: Re: Battletech Beatdowns in Northern VA
Post by: Daryk on 06 April 2020, 19:59:17
Apparently it was TRO 3085 that nerfed the AToW version (which had a 5/10/15 range, vice the 3/6/9 currently).