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PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Most Recent Battle Starts: Rabbit Warren 1
Most Recent Update: Rabbit Warren 15
Other Important Updates: The Last Contender



Let’s Play Battletech!

What do I need to know about Battletech?



Battletech is a tabletop war game typically played with little plastic armies. It has very in-depth universe, but for the most part Battletech is a game involving giant robots (which fight each other). It’s pretty fun, and spawned the ‘Mechwarrior’ franchise of video games. It also has a lot of fluff, and even spawned a really terrible cartoon in the mid 1990s. Presently in International Copyright Hell due rights issues over some ‘Mech designs, Battletech is a deep universe with a lot of (pretty good) fiction devoted to it (except the aforementioned Cartoon, which really is terrible). We’re not playing in that universe. Instead, we’ll be rewriting it.



Rewriting it?

The year is 2779, and things are not panning out the way people would’ve hoped. Although General Aleksandr Kerensky of the Star League Defense Force managed to kill the usurper, Stefan Amaris, the battered remnants of the SLDF were forced to flee the wrath of the Terran Hegemony and abandoned the Inner Sphere on an unknown course. As he fled from inevitable defeat, General Kerensky transmitted one last message to the Inner Sphere: One day, his children would return. One day, they would crush those who destroyed the Star League, and return the Inner Sphere to peace and prosperity.

With neither Richard Cameron nor Stefan Amaris to lead it, the former Star League splintered, and with Kerensky’s idle threat forgotten, the five remaining Great Houses: Kurita, Davion, Liao, Steiner, and Marik quickly went to war to see which would become the First Lord of a new Star League… with the predictable outcome that none would succeed, resulting in the creation of the so-called Successor States. The Succession Wars would bring humanity to the very brink of annihilation: so many secrets, technological marvels, and innovations would be lost to nuclear fire during the first and second succession war that the Great Houses stepped forward and signed the Ares Convention, banning the use of nuclear weapons and mass-annihilation tactics as a viable form of warfare. In more modern times, combat has generally devolved into a series of light skirmishes, as the chief vehicle of war—the Battlemech—is both precious and nearly irreplaceable.

In deep space, however, things took a surprisingly similar turn. Kerensky’s troops splintered with no common enemy to fight, and began to mirror the strife plaguing the successor states. Fearing the inevitable destruction, Aleksandr Kerensky’s son, Nicholas, called for willing followers. Of the six-million men and women of the SLDF who followed Aleksandr into exile, only eight-hundred souls answered Nicholas Kerensky’s call. These eight hundred would form the basis of the Clans, Nicholas Kerensky’s vision of a brotherhood of warriors—and a strict caste system to maintain order. After training together for twenty years, the Clans would sweep dissent and rebellion from the Pentagon Worlds. Seeing the prowess of the Wolf Clan during this campaign, Nicholas Kerensky would opt to join them. Nicholas was later killed during his clan’s failed attempt to absorb Clan Widowmaker and assure the dominance of the Wolf Clan in the Pentagon Worlds. Disheartened by the loss of their great leader, the Wolves in turn bowed to the superior spirit and tactics of the Widowmakers, and the Blood of Kerensky would pass into Widowmaker hands alone, earning them the ire of Clan Jade Falcon.

Now divided into five castes, the Scientists, Merchants, Technicians, Laborers, and the Warrior elite to which the others pay homage, the Clans would soon begin a eugenics program to create the greatest warriors the galaxy has ever seen. To aid them, they created artificial wombs—allowing their warriors to be grown en masse—and while genetic manipulation is unthinkable, the strongest bloodlines soon became the ultimate prize, prompting much inter-clan strife.

Things probably would have remained as such for centuries, if ComStar hadn’t interfered. Afraid the SLDF’s return would spell the end to ComStar’s ambitions of starting a new Star League, they sent several hundred jump ships to explore deeper and deeper into the space around the Inner Sphere. Not surprisingly, many were lost to pirates or simply vanished into the cold void of space, never to return.

One, however, found the Clan Hell’s Horses homeworld of Niles.

The unexpected arrival of ComStar’s Explorer Corps gave Clan Widowmaker all the ammunition they needed to convert most of the other Clans into crusaders ready to fulfill General Kerensky’s promise to return to the Inner Sphere and restore the Star League to its former glory. It would not take long for the IlKhan—the Khan of Khans—Lair Siedman of the Hell’s Horses to propose Operation Redemption. Disgusted, those few Clans that espoused a more isolationist viewpoint (namely, the Blood Spirits and Goliath Scorpions), joked that when IlKhan Siedman gave his speech before the Grand Council, they could only hear the Widomaker Khan Natasha Kerensky’s voice coming from his mouth.

The year is now 3032, and the Blood of Kerensky is returning to the Inner Sphere in force.



Neat. What’s the Inner Sphere?
Essentially, it’s a ‘sphere’ (with approximately a 240 light-year diameter) of space around Terra (Earth) that represents the limits of human colonization. The Inner Sphere is civilized and has several governments. The area of space beyond the Inner Sphere is known as the ‘periphery’, and is filled with undocumented colonies, pirates, and mostly a whole lot of nothing. Deep in the Periphery over a year’s travel from the Inner Sphere lie the Clan Homeworlds, a massive inhabited Star Cluster with a population in the hundreds of millions (all of which are rather pissed off at the Inner Sphere).

Have a map

See if you can spot the Inner Sphere's only (relatively) peaceful border!


LP Mechanics
NEW - I can't stand the look of the earliest updates, are they all like that?
No, recent updates are much clearer. Here's a sample!



The thread's so huge, how can I get into it?
The older missions are pretty ugly, I'd suggest reading the political votes and results, and the combat theater votes and results to get a feel how things have progressed and then start with the most recent mission. If you like what you see you can always go back and read some of the other missions (Counting Coup is a good one).



So how’s this going to work?
It’s pretty simple, really. This will be a heavy Audience Participation LP, so first we’ll need to vote for a faction to play. Once we’ve done that, I’ll set up a battlefield. For the purposes of the LP, I’ll be playing the opposing force—so if, say, you choose the Federated Suns, I’d be playing the Draconis Combine; if you chose the Draconis Combine, you’d find me playing either the Federated Suns or the Clans, etc.

In addition to just picking a side, you may also have the opportunity to make some important political decisions for that side. I have some ‘events’ planned, but they’re currently open-ended depending on which side wins and/or loses.

Once you’ve picked a side, we’ll set a scale for the battle—at first, everything will be small-scale, because for the first battle or two my opponents will be commanding individual ‘Mechs: which means two things:

1) that any potential Mechwarriors need access to Something Awful’s PMs (so they can tell me where they’re moving). If you'd like to participate but don't have PMs access, an E-Mail address will suffice if you're willing to share it.

2) that they’ll need to be able to tell me what they’re doing every day (while the thread frets over their tactical decisions and offers advice).



This’ll start as a ‘screenshot’ (and I use the word loosely) LP. If we wind up with more volunteer Mechwarriors than we have ‘Mechs, I will choose who gets to command (and any other volunteers will be thrown onto a list of alternates in case someone decides it’d be funny to stop playing). Alternates will also probably be given higher consideration for any subsequent battles.

For later updates, once there’s enough interest, we’ll probably be using MegaMek and playing against single opponents. At that point, the battles will probably be larger-scale and may even be recorded (although that’ll depend a bit on Megamek’s limitations and how fraps interacts with it); either way, I intend to balance forces ahead of time to help insure we see a wide variety of units rather than two lances of Battlemasters with an Atlas for garnish.



So, what happens if our side loses?
We’ll vote on it. You may choose continue with that unit (if they weren’t wiped out), but perhaps with new characters and ‘Mechs; or you may opt to try something else. I’m going to be playing a ‘fluffy’ game, for the most part, which means there are opportunities I won’t be taking advantage of. At least, not at first.

How quickly will you be updating?
Once a day, with luck; but I make no promises. So don’t get uppity if I have to change this at any point.

Is this Mechwarrior 4 / Living Legends / Mechwarrior Online?
No, but if you're interested be sure to check out the excellent `Mechwarrior Online thread in the games section or pop over to No Guts, No Galaxy where our very own George Ledoux helps out!

Where's your Patreon?
Fiiiiiine. Here.

LP Rules:
Mechwarrior's First Rule:
If you have a question, need some advice, or need a little extra time please don't hesitate to ask!

Voting & Civility:
Keep things civil! If the force you were hoping to play for wasn’t picked, tough. No whining. Take the opportunity to make a neat piece of fanart to explain why the regiment of your choice is the best choice for the next vote. Remember Votes are Final so if you're not certain who you want to choose, wait a day or two and see if anyone makes a convincing argument!

Order Deadlines:
Formerly the 72 hour rule. My schedule is fairly stable, but there are some days I absolutely can't update. Order deadlines are Saturday Night (this is a hard deadline, if I don't update Sunday you won't get an update for two days) and Tuesday Night (this is a softer deadline, I can be a little more lenient with it). If the players either individually or as a group need more time, I'm more then willing to accommodate if they let me know in advance. If orders aren't received in a timely fashion then your `Mech may not move. If orders aren't received at all then an Alternate may be called in to take over your unit. Thanks to everyone who helps me keep this thread updating regularly!

Leniency Period:
Many of my players will be new, so the Order Deadlines will be more lenient while they get a feel for the game. Late orders won't be held against them during this period. The leniency period ends after Turn 5.

Rules Discussion:
General discussion of core game mechanics is OK. Referencing page numbers in rulebooks is also OK. Full-out explanations of how the game works, or other copy-pasta of the rulebooks is NOT PERMITTED. I’m not going to get SomethingAwful into trouble because y’all feel the need to explain exactly what you need to roll to hit with exactly 14 LRMs on the LRM 20 table or exactly what a pilot with a 3 gunnery needs to roll to hit an Urbanmech that’s rolling six hexes down a mountainside.

Art Historian's Nightmare:
Discussions about 'Mechs is fine. Multiple-page derailments about how much you hate a specific art style chosen by some editor ten years ago isn't. If you have to pretend that all Battlemechs you don't like look like Wall-E in order to get to sleep at night, do it, but we don't need to hear about it.

Fluffy Gameplay:
I will be playing a ‘fluffy’ game. Which is to say, I’m going to do my best to use tactics appropriate for the army I’m fielding. I do not expect the same from my players (i.e., while a canon Kurita commander may step forward during a lull in the battle to attempt to challenge an enemy ‘Mech to single combat while the rest of his forces watch without shooting, I do not expect Goons to attempt to do the same (in fact, since that particular maneuver is blatantly suicidal, I actively discourage you from making the attempt even if you are a House Kurita unit)). This does mean, however, that you can exploit an enemy's proclivities.

Exploitable Behaviors of the Current Alternate Universe Nations:
The Clans - Prefer single combat, but do not respond to challenge requests. It is a Clan Warrior's responsibility to kill either the first target he shoots at; or the first target who shoots at him.
Clan Steel Viper / Task Force Serpent - Respond to challenges from the Lyran Commonwealth, but only for physical combat duels.
Clan Widowmaker - Feuding with Clan Goliath Scorpion, ignores Zellbrigen when fighting Clan Goliath Scorpion.
Clan Goliath Scorpion - Ignores Zellbrigen when fighting Inner Sphere forces or Clan Widowmaker. Prefers to disable Inner Sphere `Mechs instead of killing the Mechwarrior. Prefers to kill Widowmaker Mechwarriors rather than disabling their `Mechs.
Clan Hell's Horses - Ignores Zellbrigen when fighting Inner Sphere forces.
Draconis Suns - May or may not accept a duel request; they favor single combat and typically won't intervene to aid a friendly Mechwarrior unless that Mechwarrior is very likely to be killed in that turn.
Free Worlds League - The Free Worlds League has a very weird sense of 'fair play.' They view Mechwarriors as minor nobility, and so will typically give opponents a chance to stand back up if they fall; or will allow them a moment's rest if requested. They will allow injured Mechwarriors to leave the field under their own power, if so requested.
Lyran Commonwealth - Tend to respond to physical combat duels with Clan Steel Viper; prone to retreating when the apparent odds turn against them.
Capellan Confederation - Prefer to attack weak or already damaged targets first.
Duchy of New Syrtis - View Capellan nationals as racially inferior, tend to underestimate enemy pilots or blunder into ambushes.
Republic of Skye - Under orders to take no unnecessary risks, follow the Forced Withdrawal rules.
New Rim Worlds Republic - ???
ComStar - ???
Deep Periphery Nations - None
Pirates - Are cowards, and will tend to run if they don't have a numbers or weight advantage.

House Rules & Advanced Rules:
From time to time, I may decide that a house rule is necessary or that a mission may occur under a special condition. There're a few house rules that are universal, and this list may change as the LP progresses:

Current House / Advanced Rules:
Poptarts Always Loses Initiative Rolls - just for the sake of my sanity post schedule.

Ace Pilots - Ace pilots are the exception to me always losing initiative. An Ace always wins initiative, and moves after the players do. Ace pilots may appear in any match, but may not appear in every match.

Line of Sight - I use the Tac Ops rules for Line of Sight.

Other Tac Ops Rules - Such as different atmosphere types, movement conditions, or line of sight rules will be used as needed. Any mission-specific rules will be announced when a mission is selected.




Table of Contents:
Let's Play Battletech for the Sega Genesis:
Update 1 contest entries: raverrn's winning contest run, KnoxZone's runner-up run, Mastigophorian's runner-up Wasp run!
Update 2 contest entries: KnoxZone's winning contest run, Mastigophoran's masochistic runner-up run!
Update 3! contest entries: Mastigophoran's spectacular Ice Slide Bullet Ballet!
Update 4! contest entries: Mukaikubo's winning fiction, Mastigophoran proves the video challenge was impossible then breaks his SNES!
Update 5 contest entries: LeschNyhan's winning Wolf Spider, Mastigophoran's totally 'armless runner-up run through Mission 5, The Merry Marauder's runner-up justification of the bullshit!



Table of Contents:
First Vote Results

Kell Hounds: Cylene
1 2 3 4 5 6 7 8 9 10

Political Vote Results and Combat Theater Vote Results

Hostage Situation
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Successor State Analysis: 3032
Political Vote Results & Combat Theater Vote Results

Vipers of Somerset
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Bonus Update 6Political Vote
Results and Combat Theater Vote Results

Operation Himinbjörg
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Political Vote Results and Combat Theater Vote Results

Nadir
1 2 3 4 5 6 7 8 9 10

House Call
1 2 3 4 5 [Annulled] 6 7 8 9 10 Victory

Kerensky's Gambit:
Political Vote Results and Combat Theater Vote Results

Outfoxed
1 2 3 4 5 6 7 8 9

Sabotage and Piracy
Political Vote 6 Results and Combat Theater Vote Results

Delaying Action
1 2 3 4 5 6 7 8 9 10

Delaying Action Contest:
Part 1
Part 2
Part 3

Freedom
Political Vote Results and Combat Theater Vote Results
State of the Clans

Saving Janos Marik
1 2 3 4 5 6 7 8 9 10 11 12 13

Freedom, Part 2
Political Vote Results and Combat Theater

Counting Coup
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Sword of the Dragon
Political Vote Results & Combat Theater Vote Results

Factory Semi-Finals
Intro 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16-22

`Mech Design Contest 2
Draconis Suns Entries: 1 2 3
Capellan Confederation Entries: 1 2 3
`Mech Design Contest 2 Vote Results

Operation: Backstab
Political Vote Results and Combat Theater Vote Results

Caldera
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

"I'm Moving" Mini-Contest and Votes
Contest Results
Political Vote Results and Combat Theater Vote Results

Jeronimo
Campaign Turn 1

Jeronimo: Hard Landing
1 2-1 2-2 3-1 3-2 4-1 4-2 5-1 5-2 6-1 6-2 7-1 7-2 8-1 8-2

Jeronimo
Campaign Turn 2
Campaign Turn 3

Jeronimo: Meltdown
1 2 3 4 5 6 7 8 9 10 11

Jeronimo
Campaign Turn 4
Campaign Turn 5

Jeronimo: Sally Forth
1 2 3 4 5 6 7 8 9 10

Jeronimo
Campaign Update 6

PoptartsNinja fucked around with this message at 19:32 on May 30, 2018

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PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Table of Contents (Continued):
Jeronimo: Breakout
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30

Political Update 12
Political Vote Results and Combat Theater Vote Results

Hogarth's Heroes
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Political Update 13
Political Vote Results and Combat Theater Vote Results

Steel Will
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24

Mech Design Contest 3
Specialists!
Specialists! Vote! Results

Political Update 14
Vote Results and Combat Theater Vote Results

Hastilude
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Ultimatum
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31

Political Update 15
FCMM Fluff Update
Vote Results and Combat Theater Vote Results

Trial by Fire
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Political Update 16
Political Vote Results and Combat Theater Vote Results

King of the Pirates
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23

Build Your Own Pirate Contest
Contest Announcement

Political Update 17
Political Vote and BattleForce Vote
Results

Sludge Factory
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23

Political Vote 18
Political Vote Combat Theater Vote Results

Behind Enemy Lines
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Campaign Vote Results

Laager
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

Campaign Vote Results

Rise of the Phoenix
1 2 3 4 5 6 7 8 Annulled 9 10 11 12 13 14

State of the Inner Sphere 3035
State of the Inner Sphere 3035: Part 1 Part 2 Part 3 Part 4 Part 5

Mercenary Contract Vote Results

Auxilia
1 2 3 4 5 6 7 8 9 10 11 12 13

Campaign
Vote Results

Air Raid
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16

Post-mission fallout Vote 1 Vote 2 Results

Nergal Reactor
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Aftermath and Political Vote Combat Theater Vote Results

Gravedigger
1 2 3 4 5 6 7 8 9 10 11 12 13

Combat Theater Vote Results

Ikuta Glacier
1 2 3 4 5 6 7 8 9 10 11 12 13

Political Vote Combat Theater Vote Results

Operation: Deserved Requital
1 2 3 4 5 6 7 8 9 10 11 12 13

Political Vote Combat Theater Vote Results

Retaking Sirdar
1 2 3 4 5 6 7 8 9

Political Vote Combat Theater Vote Results

Konpei Island
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Campaign Vote Results

Snake Pit
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24

Political Vote Combat Theater Vote Results

PoptartsNinja fucked around with this message at 23:26 on Jan 21, 2018

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Aeaea
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17

Campaign Update

Rabbit Warren
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15


Timeskip Campaign Update (Coming Soon)




MVP List:
Cylene Campaign Player MVP: Griffin (Lieutenant Kearney Barnes (Knoxzone))
Cylene Campaign OpForce MVP: Hussar (Heishi Robert Finnigan (MIA))
Hostage Situation Player MVP: Wolverine Skinwalker (Bobby "Navajo Wolf" Begay (Bobbin Threadbare))
Hostage Situation Player-Controlled Inanimate Object Honorary MVP: Justice Foot (Lancelot (bunny of doom))
Hostage Situation OpForce MVP: Zhukov Heavy Tank
Hostage Situation Player-Controlled Inanimate Object Honorary MVP: Inferno SRMs
Vipers of Somerset Player MVP: Zeus (Leutnant Samantha Clover (Mukaikubo))
Vipers of Somerset OpForce MVP: Hellbringer (Prime) / Alpha Lucerne (Mechwarrior Drang)
Operation Himinbjörg Player MVP: Javelin ("Hail" (TildeATH))
Operation Himinbjörg Home Guard MVP: Von Luckner Heavy Tank
Operation Himinbjörg Loki MVP: Warrior Attack Helicopter
Nadir Player MVP: Crab (Acolyte II Cassandra Przymus (Mr. Despair))
Nadir OpForce MVP: Elementals
House Call Player MVP: EXT-4NS Exterminator (Acolyte XXVI Evelyn Rush (W.T. Fits))
House Call OpForce MVP: King Crab IIC (Star Colonel Grier Seidman)
Outfoxed Player MVP: Kit Fox (Star Commander Inari (Mary Annette))
Outfoxed OpForce MVP: PHX-2 Phoenix Hawk (Brian Seagroves)
Delaying Action Player MVP: MAD-3K Marauder (Chu-i Eriksson Imperial (Rumda))
Delaying Action OpForce MVP: Ragnarok (Star Colonel Joshua)
Saving Janos Marik Player MVP: Ostroc (Corporal Janos Valens (ActionZero))
Saving Janos Marik OpForce MVP: Bombarder (Ion Rush)
Counting Coup Player MVP: Gargoyle D (Star Colonel Mitsukaze Ravenwater (Der Waffle Maus))
Counting Coup OpForce MVP: Panther "Katana Kat" (Fuhito Tetsuhara)
Counting Coup OpForce LVP: Takashi Kurita
Factory Semi-Finals Player MVP: Everyone (this is not open to debate)!
Caldera Player MVP: Hermes II (Sergeant Damaris Golde (Son Ryo / Pinguliten))
Caldera OpForce MVP: Bobcat
Hard Landing Player MVP: Atlas (Terrace Williams (Krumbsthumbs))
Hard Landing OpForce MVP: Mars Assault Vehicle (Star Commander Wilberforce)
Meltdown Player MVP: Po (Ethan Parkinson (AtomikKrab))
Meltdown OpForce MVP: Annihilator IIC (Star Captain Tithon Yeh)
Breakout Death Commandos MVP: - Exterminator IIC (Mechwarrior Steve (T.G. Xarbala)
Breakout Hell's Horses MVP: - Rifleman IIC (Mechwarrior Hastur (seekerwithin))
Breakout Overall MVP: - Gargoyle (Star Captain Tjris Amirault (Vlad Antlerkov))
Breakout OpForce MVP: - That Murderous Phoenix Hawk
Hogarth's Heroes Player MVP: - Atlas II (General Thomas Hogarth!!! (Malachite_Dragon))
Hogarth's Heroes Opforce MVP: - Suburbanmech
Steel Will: Point Zero MVP: Griffin (Sgt. Fynn Weber (Ferrosol))
Steel Will: Yantai Reservation MVP: Firebee (Sgt. Major Anne Bellard (Tiny))
Steel Will: OpForce MVP: Cicada
Hastilude: Player MVP: Anvil (Sir Arthur Ryden (Raised by Hamsters))
Hastilude: OpForce MVP: Orion (Galaxy Commander Val Magnus)
Ultimatum: Player MVP: Warhawk B (Star Captain Ren Sukhanov (Gay Abortions))
Ultimatum: OpForce MVP: Coyote
Ultimatum: Overall MVP: That Damned Crab
Trial By Fire: Player MVP: Shadow Hawk (Cadet Shoji (Saint Celestine))
Trial By Fire: OpForce MVP: Woodsman Prime
King of the Pirates: Player MVP Charger (Ronald "Randy" Montaigne (apostateCourier))
King of the Pirates: OpForce MVP Dragon (Hal "Prince" Davion-Wendt)
Sludge Factory: Player MVP WSP-1D Wasp (Subaltern Zaahir Rybar (The Merry Marauder, alternate covering for Losanda))
Sludge Factory: OpForce MVP Sylph Point (Star Commander Krieg)
Behind Enemy Lines: Player MVP WR-DG-02 War Dog (Mechwarrior Callisto "Ballista" Trevisano (Viva Miriya))
Behind Enemy Lines: OpForce MVP SYU-2B Sha Yu (Qiao Han)
Laager: Player MVP Legacy (Acolyte Nami (Theantero))
Laager: OpForce MVP WVR-7M Wolverine (Du Qui Su)
Rise of the Phoenix: Player MVP King Cobra (Star Commander Caesar (Scintilla))
Rise of the Phoenix: OpForce MVP Pillager Liu Bei
Auxilia: Player MVP Phoenix Hawk (Jason "Hawk" Youngblood (Lenisto))
Auxilia: OpForce MVP The Elementals
Air Raid: Player MVP: Atlas III (Duncan "Demon" Kalma (Infected))
Air Raid: Player MVP: Stag (Yul "Chancellor" Liao (Vorenus))
Air Raid: Player MVP: Dragoon II (Marshal Mercedes Romero (Ronin of Dreams))
Nergal Reactor: Player MVP: Copperhead (Bethany Cochraine ())
Nergal Reactor: Player MVP: Wild Weasel ("IRIS" Ho Kim Luy (KnoxZone))
Nergal Reactor: OpForce MVP: Warhawk (Star Colonel Alexander Mirazi)
Ikuta Glacier: Player MVP: Grand Dragon "Yuki-Onna" (Tjader Hanako (Tythas))
Ikuta Glacier: Player MVP: Ebon Jaguar G (Mechwarrior Chaya (Bloody Pom))
Ikuta Glacier: Player MVP: Pouncer Prime (Mechwarrior Ikram (Terrenblade))
Ikuta Glacier: OpForce MVP: Black Lanner B (Mechwarrior Des)
Operation: Deserved Requital: Player MVP Banshee (Lt. Sigfrid Plank (pun pundit))
Operation: Deserved Requital: Player MVP Zeus (Lt. Ingomar Di Pasqua (Volmarias))
Operation: Deserved Requital: OpForce MVP King Cobra (Mechwarrior Qismat)
Retaking Sirdar: Player MVP: Hunchback (Sparq)
Retaking Sirdar: OpForce MVP: Crusader Omni
Konpei Island: Player MVP JagerMech (Captain Maja Jagoda (Mukaikubo))
Konpei Island: OpForce MVP Summoner (Star Commander Jeong-Hun)
Snake Pit: Player MVP Spider (Mechwarrior Noriko Al-Hazar (W.T. Fits))
Snake Pit: OpForce MVP Hunchback IIC (Star Commander Bronislaw Cobb)
Aeaea: Player MVP Gurkha #1 (Defiance Industries)
Aeaea: Player MVP Dragoon II (AAAAA! Real Muenster)
Aeaea: Coyote MVP Golem Battle Armor
Aeaea: Society MVP Osteon Prime
Rabbit Warren: Angel Lance MVP: (Coming Soon)
Rabbit Warren: Nephilim Lance MVP: (Coming Soon)
Rabbit Warren: Rubiks Lance MVP: (Coming Soon)
Rabbit Warren: OpForce MVP: (Coming Soon)

PoptartsNinja fucked around with this message at 19:34 on May 30, 2018

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Potential Mechwarrior / Commander List
Returning Player Availability

New Players should sign up in the thread!




Achievements Unlocked:
Purple Heart: GreyjoyBastard
Just How We Say ‘Hello’: AJ_Impy
Guys?: landcollector
Two Keys to Destruction: Narsham & Theantero
Double Doublekill: Infected



How do things currently stand?



The Successor States
Federated Suns
The Federated Suns is one of the ‘middle ground’ states in the Inner Sphere. Based loosely on medieval England, World War II England, and a touch of World War II France and America, the Federated Suns is perhaps the strongest of the successor states simply because they don’t take anything to excess. They have a middle-of-the-road economy, above average research and development (most of the technological advances during the 3025-3050 time period came out of the Federated Suns), and a respectable and reasonably-well-organized military. They’re also lead by Prince Hanse Davion, a man known as ‘The Fox’ for his cunning and willingness to use any tool at his disposal to win. Fortunately for their neighbors in the Capellan Confederation, the Federated Suns has long been at odds with its other neighbor, in the Draconis Combine. The two states have rarely been at peace for their entire four-hundred year histories, and now is not one of those times, and the Federated Commonwealth has contracted the remnants of the Kell Hounds to support their current campaign against House Kurita.
Pros: Not adjacent to the Clans yet. Easy to write for. Fields a good mix of heavy- and medium-weight designs.
Cons: Not adjacent to the Clans yet. Has few assault ‘Mechs.

Draconis Combine
The Draconis Combine is something of an enigma. It is simultaneously the strongest and the weakest state in the Inner Sphere. Based largely on Feudal Japan, with some elements of World War II Japan, Denmark, the Middle East, and Sweden thrown in, the Draconis Combine has the strongest and best-trained military in the Inner Sphere, and nearly the weakest economy. Additionally, while their military is well trained, they’re also the most poorly organized. Draconis Combine mechwarriors view themselves as akin to the Samurai of old, and have a tendency to break off into one-on-one duels which nearly always gets them killed by the combined firepower of whoever they’re fighting. There is no greater glory than dying for the Dragon, and the soldiers of the Draconis Combine Mustered Soldiery prove that by dying in droves. Currently lead by Coordinator Takashi Kurita, it’s claimed that a Kurita has lead the Draconis Combine since the 1940s. Takashi Kurita is the stereotypical Samurai lord, obsessed with honor and his duty to his people. He wants nothing more than to crush his neighbors and become the leader of a new Star League. The Draconis Combine’s current attack on the Federated Suns is, at present, failing spectacularly; prompting the Coordinator’s son and heir, Theodore Kurita, to call for military reforms before the Draconis Combine Mustered Soldiery loses more troops than it can replace.
Pros: Fields some really great Assault ‘Mechs (and some really solid ‘Mechs in general). Good pilots.
Cons: Fields one of the worst Light ‘Mechs in the game. Non-officer Mechwarriors are all suicide monkeys. Probably better used as an enemy than a player-controlled group.

Lyran Commonwealth
The Lyran Commonwealth rarely does anything in half measures. They like big ‘mechs and they like big profits. Based on Teutonic Germany, with some World War I Germany, Renaissance Italy, and Yankee Trader thrown in, the Lyran Commonwealth has the strongest economy in the Inner Sphere—which is important, because they also have the fewest Battlemech factories. Although they have a strong preference for large ‘Mechs, the Lyran Commonwealth is pragmatic and will field anything it gets its hands on. They’re presently working on designs for a new light battlemech design to replace the problematic Commando. The Lyran Commonwealth also has the youngest and least experienced leader in all the successor states, prompting the nobility of the Lyran Commonwealth to force Archon Melissa Steiner to rule with Duke Aldo Lestrade, an old hand at politics, as her chief advisor. Although there were rumors that Archon Katrina had secretly betrothed the young Melissa to Prince Hanse Davion of the Federated Suns, Duke Aldo Lestrade has put paid to the idea of wedding the Commonwealth’s beloved Archon to the devil incarnate so soon after Katrina’s untimely death. In more militaristic news, the Lyran Commonwealth has always been plagued by periphery pirates, and General of the Armies Frederick Steiner has recently contracted the Grey Death Legion to stamp out the worst of them.
Pros: Lots of heavier-weight ‘Mechs.
Cons: Tend to prefer slow designs.

Free Worlds League
The Free Worlds League has the second strongest economy in the Inner Sphere, although they’re also the most fractious. Based loosely on revolutionary and civil-war era America, there are also elements of Mexico, Texas, and Reconquista Spain worked into the League. The Free Worlds League is extremely prone to infighting and civil wars, and it seemed very likely that another civil war was brewing between young Duncan and Thomas Marik—right until Comstar bungled a plot to assassinate Thomas Marik and replace him with a body double. The assassination went off without a hitch, but their body double was also killed along with several dozen ROM operatives, inexorably linking Comstar to the assassination. Public opinion of Comstar in the Free Worlds League is at an all-time low, and Captain-General Duncan Marik now watches Comstar like a hawk for any signs of further treachery.
Pros: Have quite a few battlemech factories, so they field a few more ‘Mechs than everyone else.
Cons: They’re like the Federated Suns but more boring. They have the worst covert intelligence service in the history of everything.

Capellan Confederation
Although smaller than her rivals, the Capellan Confederation boasts a massive population that nearly matches the other great houses. Their small size may also be of benefit, defensively, as the Capellans don’t need to worry about huge supply lines—which is probably for the best, as the Capellans are, on the whole, poorly organized. Based on China (with a dash of Russian Revolution and the Middle East thrown in), the Capellan Confederation puts little emphasis (but pays much attention to) its own people. Lead by the brilliant, but aging and paranoid Chancellor Maximilian Liao, the Capellan Confederation has been a thorn in its neighbors’ sides for many hundreds of years. Although Maximilian’s favorite daughter, Candace, was slain in combat with then Justin Xiang-Allard, Maximilian was able to turn this personal tragedy into his greatest triumph. When Justin Xiang-Allard was convicted of treason in 3027 and exiled to the neutral world of Solaris VII, Maximilian Liao courted his assistance, and won himself an advisor who was both brilliant and brave enough to tell Maximilian if one of his decisions or ideas is stupid. One of the sons of Quintus Allard (the head of Hanse Davion’s intelligence service), Justin Xiang’s assistance has proven vital to thwarting several Federated Suns attacks on the Confederation.
Pros: The state’s ‘unique’ ‘Mechs are all quite good, have quite a few elite troops.
Cons: Limited resources, Maximilian Liao may be crazy, any Liao troops that are not part of an elite unit are utter poo poo.

ComStar
ComStar is both the driving economy and the binding force that holds the Inner Sphere together. Unlike the wildly fluctuating value of the currencies of the Great Houses, a ComStar Bill or C-Bill has set value—with each C-Bill worth one second of faster-than-light transmission time. As the only faction in the Inner Sphere capable of using and maintaining the Hyper Pulse Generators that enable interplanetary communications, ComStar is too useful to dispense with and far more dangerous than most of the Successor States realize. ComStar views all Lostech as their property to utilize and exploit, and has secretly amassed a huge army on Terra. They also have the most to fear from the return of Kerensky’s SLDF. Lead by Primus Julian Tupilo, ComStar is currently trying to decide whether to reveal the sudden silence of so many of their HPGs along the periphery to the Great Houses of the Inner Sphere, or whether to stay silent and pretend that nothing unusual is happening. To aid their choice, they have recently dispatched Myndo Waterly, Precentor Derion, to find out why so many of their HPG stations have gone silent. As yet, she has not reported in.
Pros: Lots of Star-League Era ‘Mechs, better suited to fight the Clans than anyone else.
Cons: No real military leadership, Julian Tupilo is very old.

Other
Wolf’s Dragoons do not exist, since hotter heads prevailed and the Clans never sent a ‘scout force’ to prepare the Inner Sphere for their arrival.

Free Rasalhague Republic does not exist, it’s still the Rasalhague district of the Draconis Combine and is not an independent state.



The Clans
Pros: Clan technology is better, all Clan warriors are extremely well trained.
Cons: Follow very ritualized rules of engagement, have no real information about the state of the Inner Sphere (they’re invading blind, which isn’t a great strategy).

Clan Widowmaker
After Clan Widowmaker was forced to slaughter rioting laborers (secretly incited by Clan Wolf to make the Widowmakers appear weak), many clans felt the Widowmakers would soon be a Clan found only in tales in the Remembrances. Clan Widowmaker’s tenacity (and their subsequent trial for possession of several prototype Omnimechs being developed by Clan Coyote) proved both the means and the firepower to put a halt to Nicholas Kerensky’s designs on their clan. After Nicholas’ death in combat, Clan Wolf found its political designs thwarted and, instead of absorbing the much weaker Clan Widowmaker, Clan Wolf was itself absorbed by Clan Widowmaker. Currently lead by the ‘Old Wolf’ Natasha Kerensky, Clan Widowmaker is now the sole bearer of the Kerensky bloodline, which they feel makes them singularly honored above all other clans. That they won the Kerensky name in battle—and have kept it, in spite of frequent raids by the other Clans—they claim is testament to their prowess and cunning. The Widowmakers see it as their destiny to become the IlClan by retaking Terra, and fulfilling Aleksandr Kerensky’s vow to return and restore the Star League to its former glory. Their invasion corridor is both the most dangerous and the most glorious, as the Widowmakers will be making their assault directly along the border of the Draconis Combine and the Lyran Commonwealth, and will undoubtedly face both nation’s most experienced units.
Pros: Capable leadership, more flexible than most other Clans.
Cons: Natasha Kerensky is quite old by Clan standards.

Clan Goliath Scorpion
Clan Goliath Scorpion is in something of an odd position. Where every other invading Clan is a staunch Crusader, the Goliath Scorpions are from the Isolationist faction. They firmly believe that the Clans are better off keeping to their own space and simply letting the Inner Sphere go to hell. Nonetheless, where the Blood Spirits simply refused to participate in the Trials for Operation Redemption, Goliath Scorpion stepped forward and shocked the other Clans with an unexpected victory over the Smoke Jaguars. Lead by Khan Nicolai Djerassi, the presence of the Goliath Scorpions in the invasion is something of an embarrassment to Clan Widowmaker, who would love to find an opportunity to have them replaced. They have the ‘least valuable’ invasion corridor: penned between the Widowmakers and the Hell’s Horses. Both Clan Widowmaker and Clan Hell’s Horses hope to humiliate the Goliath Scorpions by invading several of Goliath Scorpion’s assigned worlds in the second and third waves before the ‘slow yet steady’ Goliath Scorpions can do so.
Pros: Favor precision firepower (and use a lot of ‘Mechs with Targeting Computers), treat civilians well.
Cons: Hated by the other Invading Clans.

Clan Steel Viper
Clan Steel Viper is, quite frankly, a problem for Clan Widowmaker. Although they strongly espouse the Crusader doctrine, the Steel Vipers’ self-serving politics and ‘vision’ for the invasion is hardly ideal. They intend, on taking terra, to work with the Great Houses of the Inner Sphere to restore the Star League to its former glory. Although the Steel Vipers profess themselves to be the Widowmakers’ truest allies, they are hardly reliable (or pliant). Almost universally hated by the other Clans, that the Steel Vipers had earned a place in the invasion has enraged the Jade Falcons, necessitating IlKhan Siedman to order a moratorium on all trials aimed at the Clans chosen to invade the Inner Sphere to give the Vipers a few years to rebuild their decimated forces. Khan Tera Zukov hopes that the Steel Vipers’ invasion corridor through the Lyran Commonwealth will draw the attention of most of the Commonwealth’s best troops, so she’ll be able to further incense the Jade Falcons by bragging about how many elite regiments her Clan has annihilated.
Pros: Favor highly specialized ‘Mechs and high-speed blitzes. Can occasionally ignore the Clan rules of engagement. My favorite Clan (because they’re assholes to everyone).
Cons: Annoy the hell out of the other Clans for their occasionally dishonorable tactics. Tend to be self-centered and extremely rigid thinkers. They’re assholes to everyone, and don’t have leaders who’re actually good enough to keep that from getting them into trouble.

Clan Hell’s Horses
Originally considered a joke by the other clans, Clan Hell’s Horses favors infantry over battlemechs. With the advent of Elemental Armor (perfected by the Hell’s Horses themselves), the Hell’s Horses are no longer the ‘joke’ they were once perceived to be. They favor infantry, tank, and elemental forces backed by smaller groups of battlemechs, and pay virtually no attention to the trueborn / freeborn stigma that paralyzes other clans. Hell’s Horses will gladly field freeborn warriors as front-line troops. A long-time ally of Clan Widowmaker, the Hell’s Horses hate Clan Ghost Bear and won a narrow victory over them for the right to invade the Inner Sphere. Lead by IlKhan Lair Siedman, the Hell’s Horses are privately disparaged by the Isolationist Clans for being puppets of Clan Widowmaker. Their invasion corridor will take them through the Draconis Combine.
Pros: Favor mixed units of infantry, vehicles, and Battlemechs.
Cons: Use fairly primitive Battlemech tactics, vehicles (even Clan vehicles) are very prone to exploding.

Reserve Clans
Clan Sea Fox, Clan Jade Falcon, and Clan Burrock were unable to seize a place for themselves in the invasion. These Clans are standing by to take over when the Steel Vipers inevitably gently caress things up assist the invading clans in any way necessary, either by garrisoning worlds for them or to provide extra support where needed. They’re not happy about their reserve status, but they all believe in Khan Kerensky’s vision.






Battlemech and Weaponry breakdown:

Battlemechs are the premier tool of war in the 31st century. They’re big, most of them are slower than the average car, and above all they’re 10-15 meter tall giant robots. Tanks, Infantry, other things, and (occasionally) helicopters and boats also appear, but tanks are extremely vulnerable to exploding and infantry is quite flammable, so Battlemechs are now the primary weapon of war.

Clan Omnimechs are similar to Battlemechs, but designed to be easily modified. Unlike Battlemechs, which have hard-wired balance systems and weapons-controls, an Omnimech’s computer will adapt to adjust the Omni’s balance even if drastic changes to the Omni’s armor and weaponry are necessary. Additionally, each Omni shares a very similar control scheme making it easy for Clan Mechwarriors to switch machines as needed, and the ease of customization also leads to an ease of maintenance—at least for Clan technicians.

Battlemechs and Omnimechs are divided into four categories, based on weight. Light ‘Mechs typically serve as scouts or skirmishers, and weigh 20-35 tons. Medium ‘Mechs can fulfill nearly every role without ever excelling at anything, and weigh 40-55 tons. Heavy ‘Mechs tend to be either ‘mech-killers or fire support, and weigh 60-75 tons. Assault ‘Mechs are almost always slow-moving weapons platforms or close-range brawlers, and weigh 80-100 tons. Of course, there are exceptions to every rule, like the (terrible, but quite fast) Assault-weight Charger and the (slow, but quite powerful for its weight) 30-ton Panther.



What about weapons?
There’re quite a few weapons, some of them are advanced and I won’t be talking about them until they appear in the game (which may be sooner than later, depending on your choices). For the most part, it’s extremely safe to assume anything the Clans have is simply better (either lighter, stronger, more accurate, and/or with a longer range) than the Inner Sphere counterpart of the same weapon. Some weapons are closer in parity than others (For example: an LBX-5 autocannon does the same damage as an autocannon 5, but has a better range and can use a special (i.e. terrible) type of gimmick ammo).

All weapons (except machine guns!) produce heat, and as a ‘Mech accumulates heat it can start to suffer movement and targeting penalties, and may eventually shut down and become helpless.

Lasers come in small, medium, and large (occasionally described as light, medium, and heavy) varieties. If you need me to explain what a laser is, you have more important things to worry about (like remembering to breathe. You should probably be doing that right now). Larger lasers have a longer range and hit harder than smaller ones. Medium lasers are pretty much the most common weapon in the game which, since they’re pretty much the most efficient damage-dealers in the game, is hardly a bad thing. Small lasers are pretty terrible, but are light-weight and have great heat efficiency.

Particle Projection Cannons or PPCs fire a particle beam that resembles artificial lightning. They do respectable damage over long range, and require no ammunition, but have a minimum range that makes them hard to utilize up close and produce a lot of heat. They’re a really good weapon all-around, but produce quite a bit of heat. For most intents and purposes, a PPC functions as a ‘bigger’ large laser.

Flamers have pretty terrible range, and can be used to either deal a pathetic amount of damage, or to add heat to an enemy ‘Mech. They can be used to intentionally start forests and buildings on fire AND since infantry is very flammable, flamers tend to be extremely effective against them. Flamers are my favorite anti-infantry weapon, because they’re light, relatively low-heat, and won’t make you blow up if you take an unlucky hit.

Autocannons come in four types, which describe how much damage they do. AC2’s have the lowest damage and the longest range (but have a very long minimum range, making them virtually impossible to use up close). AC5s are actually useful on occasion (they do as much damage as a medium laser) and have enough range to make AC2s basically a joke while having a far less restrictive minimum range. AC10s are a good middle-ground weapon with no minimum range at all. AC20s are short-ranged but make up for it by doing more damage in a single shot than any other weapon in the game (barring a lucky roll on the LRM tables).

Machineguns suck, which is pretty surprising since a ‘machinegun’ in Battletech is a 50-cal anti-material weapon. Unfortunately, since ammunition explosions are based on the number of shots remaining per ton of ammo, and since one ton of machinegun ammo is 200 ‘shots’ (with each ‘shot’ actually representing a burst of fire), a single critical hit to your machinegun ammo will completely annihilate your battlemech in a manner which no other ammo explosion can come close to replicating. I always have to suggest dumping machinegun ammunition on your first turn, although there are some ‘mechs that mount them effectively. Machineguns do have one benefit: they produce no heat, so firing one is like doing a little extra free damage—assuming your enemy is close enough for you to spit on them. Perversely, Machineguns are also pretty good against non-Battlemech Vehicles, since Vehicles are pretty easy to cripple with a single lucky critical hit. Assuming, of course, that you want to get up-close and personal with a 100-ton Demolisher tank (note: don’t ever try this).

Long Range Missiles come in clusters of 5, 10, 15, and 20; which also describes their maximum potential damage. They hit rather randomly, and it’s rare to hit with a full flight of missiles (which is why firing more missiles is to your advantage: an LRM20 will always outperform an LRM5). They have long range, but enemies that are too close are far harder to hit as the LRMs themselves are pretty terrible and need a little time to arm once they’ve been fired. LRMs are best suited to soften up enemy ‘Mechs before you close to engage them with better weaponry.

Short Range Missiles come in groups of 2, 4, or 6. Each missile does twice the damage of an LRM, but you get less of them. SRMs are excellent for seeking out critical hits, especially against enemies who have already suffered severe armor damage.



Other Game Mechanics:

Heat
Everything a ‘Mech can do (except stand still) produces heat. ‘Mechs are all equipped with a number of heat sinks to help them dissipate that heat. An overheated ‘mech is less accurate, can’t move as far, and may shut down due to temperature. A ‘Mech that has shut down is completely helpless, so you’ll want to pay a good bit of attention to your heat.

Melee Combat
‘Mechs can punch and kick. They can also ‘charge’ for a ramming attack (which does more damage the faster they’re moving, and the heavier they are). If a ‘Mech has a hand, it can pick up a club from appropriate terrain (Trees, mostly). One downside to melee, though: shooting comes first, and you can’t shoot if you charge.

Armor and Internal Structure
For game purposes, a ‘Mech’s body is broke up into several segments (Head, Center Torso, Left and Right Torso, Left and Right Arm, Left and Right Leg), each armored and with its own structure. A section with no armor or structure is utterly destroyed, and any equipment or weapons housed within (or limbs attached to) that location are rendered useless. ‘Mechs (and Vehicles) can also suffer critical hits which can result in the loss of equipment or weapons, ammunition explosions, and other ‘bad things’.

Picture example (this will change if we convert to MegaMek):

This ‘Mech has a damaged right arm, and a lightly damaged right torso. It’s also missing its left arm. Why am I doing it backwards like that? ‘Cause Battletech is a bit unintuitive when it comes to damage locations, and that’s the way they’re listed (the left torso is always to the right of the center torso, because the damage diagram assumes you’re looking at the ‘Mech from the front; not looking at the ‘Mech from the inside).

Battlemech Movement
Battlemechs have 3 forms of movement: Walking, running, and jumping. Moving also reduces a ‘Mech’s accuracy, and moving long distances will disrupt enemy accuracy. In terms of play, you’ll know the movement rate of each ‘Mech in a battle. They’ll be listed as, say, 4/6/0 (the ‘Mech may walk four hexes, or run up to six hexes, and cannot jump) or 5/7/5 (walk five, run up to seven, and may jump up to five hexes). Unless you’re jumping, turning costs a point of movement. Moving through forests, difficult terrain, up and down hills, and through water expends double the movement cost of moving through normal terrain. Also, you may not run through water. All movement generates heat. Infantry and tanks require bridges to cross water (although there are exceptions to this).



Let's Read Close Quarters
1 2 3 4 5 6 7 8 9

Let's Read Ghost War
Part 1 2 3 4 5 6 7 8



Other Stuff:
George Ledoux reads one of my short stories
The Last Contender



MegaMek Enthusiasts:
For those of you wishing to find an opponent in MegaMek, I suggest hitting up your fellow goons in the irc.synirc.net IRC channel: #megamek



Battletech: The Annotated Cartoon Series
Episode 1
Episode 2 (warning: poor audio quality)
Episode 3
Episode 4
Episode 5



Alternate-Universe 3032 Technical Readouts:
Light 'Mechs:
Shadow Dragon (Fire Moth)
Biodag (Mist Lynx)
Anklebiter (Kit Fox)
Seagull (Cougar)

Medium 'Mechs:
Battle Cobra
Thunderchild (Nova)
Phoenix Hawk IIC (Vapor Eagle)
Dervish IIC
Hunchback IIC
Swordbreaker (Stormcrow)

Heavy 'Mechs:
Copperhead (Mad Dog)
Lucerne (Hellbringer)
Mugger (Crossbow)
Nidhogg (Summoner)
Guillotine IIC
Grasshopper IIC

Assault 'Mechs:
Sohei (Gargoyle)
Ragnarok (Kingfisher)
King Crab IIC (Kraken)
Varangian (Dire Wolf)
King Cobra

Inner Sphere `Mechs:
G-UMR7 Suburbanmech



Battletech 101
Battlemech Piloting 101 (Part 1)
Dropships 101 (Part 1)
Small Arms 101 (Part 1)



Let's Read: Main Event
Part 1: Jeremiah Rose is a Dickhead
Part 2: Laughed Out of Northwind
Part 3: Kiai? Gesundheit!
Part 4: MY MOTHER IS DEAD, WAAAAH!
Part 5: Nothing happens
Part 6: Nothing happens
Part 7: Something Nothing happens
Part 8: Nothing ha--BOOM, HEADSHOT!
Part 9: gently caress the po-lice!
Part 10: New charactawwww :(
Part 11: Nothing happens
Part 12: FIGHT FIGHT FIGHT
Part 13: story time nothing happens
Part 14: story time even less happens
Part 15: negotiations
Part 16: nothing happens
Part 17: Ajax
Part 18: training accident
Part 19: End of Part 1
Part 2
Part 20: Hostage situation
Part 21: Mindless antagonism (nothing happens)
Part 22: Meaningless politics
Part 23: Nothing happens
Part 24: Nothing happens
Part 25: Domestic Violence
Part 26/27: Nothing happens
Part 28: Fight Fight Fight
Part 29: Nothing happens
Part 30: Press-ganged
Part 31: Suddenly, Jade Falcons!
Part 32: KAMIKAZI BANZAI!
Part 33: Three paragraph dénouement



Let's Read Warrior: En Garde
Let's Read Warrior: En Garde (part 1)
Let's Read Warrior: En Garde (part 2)
Let's Read Warrior: En Garde (part 3)
Let's Read Warrior: En Garde (part 4)
Let's Read Warrior: En Garde (part 5)
Let's Read Warrior: En Garde (part 6)
Let's Read Warrior: En Garde (part 7)
Let's Read Warrior: En Garde (part 8)
Let's Read Warrior: En Garde (part 9)
Let's Read Warrior: En Garde (part 10)
Let's Read Warrior: En Garde (part 11)
Let's Read Warrior: En Garde (part 12)
Let's Read Warrior: En Garde (part 13)
Let's Read Warrior: En Garde (part 14)
Let's Read Warrior: En Garde (part 15)
Let's Read Warrior: En Garde (part 16)
Let's Read Warrior: En Garde (part 17)
Let's Read Warrior: En Garde (part 18)

Let's Read: D.R.T.
Part 1: I.S.A. Incredibly Stupid Acronym
Part 2: Niceness Elemental
Douché
Part 4: What a bitch
Part 5: Journey to the Center of the Book
Part 6: There are no words
Part 7: Here Comes Santa Claus
Part 8: Spousal abuse
Part 9: Would something please happen already?
Part 10: Would you like some content with your briefings, sir?



The Real Timeline by Demi-Precentor of the Archives, Agent Interrobang
Part 1
Part 2
Part 3
Part 4


Battlemechs are Awesome commercials sponsored by Defiance Industries
Griffin
PantherPiranha Recovered from the archives by Demi-Precentor of the Archives, Agent Interrobang
Banshee
Hermes II
Marauder Guest Spot by General Motors Chief of Propaganda, The Merry Marauder
Raven
Enforcer
Hunchback Guest Spot by Chief Autocannon Designer, Mary Annette
Enforcer
Excalibur
Hollander
Dragon
Manticore Heavy Tank Guest spot by Chief Autocannon Bling Designer, Mary Annette
Hatchetman
Crab
Centurion
Chameleon
Longbow



Musical Stuff
The Ballad of Engine Joe by Loremaster Nevets
Justice Foot as performed by FWL Propaganda Minister Brandy Collins




Fanart:








T.G. Xarbala's awesome thing













PoptartsNinja fucked around with this message at 23:27 on Jan 21, 2018

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
So how do we actually play?

Well, first of all, anyone who wants to be a Mechwarrior (you must have Something Awful PMs or be willing to share an E-Mail address) has to ask to join the ‘Mechwarrior list. Since the early battles will be small, that means everyone will command a single ‘Mech for that battle. If we have more ‘Mechwarriors than ‘Mechs, I’ll cycle through the list in the order that the request was received. If you’re on the list but unable to participate when your name comes up, please tell me.

If you’re in command and you go silent, command of your 'Mech will be given to someone else on the list and YOU WILL NOT GET IT BACK until your name comes up again. Sorry.

Later on, once we start the MegaMek portion of the LP and engage in larger fights, the Mechwarrior List will become the Commander List; and I’ll play people in order. Additionally, missions may have victory conditions other than ‘destroy all enemy ‘Mechs’, so even if the situation looks hopeless, I’ve probably done enough work to give you a fighting chance.



What about game mechanics?

I’ll explain things once we get to our first BattlePost. If you’re an inexperienced ‘Mechwarrior and you want some prompting / explanations when the time comes to face your first battle, feel free to ask. Personally, I have a bad tendency to forget to punch things.



Our First Vote

Where should we start, guys? The Clans have arrived, but have yet to draw any real notice. The Capellans and Free Worlders are at war. The Federated Suns and Draconis Combine are also at war. Whichever nation is chosen will color the ‘narrative perspective’ of events for as long as we’re with them. Presently, our options are:



Federated Suns: The Federated Suns will use any ‘Mech they can get their hands on. They generally field a good mix of units from light- to assault-weight battlemechs, although they tend to field mostly medium- to heavy-weight designs. The Federated Suns typically specializes at the lance level, but is fond of mixed companies. Their new Regimental Combat Teams also integrate infantry and vehicles into what was once a ‘Mech-dominated battlefield.

Davion Heavy Guards: Specializing in heavy- and assault-weight ‘Mechs, the Heavy Guards are currently on the offensive against the Draconis Combine, and have seen several engagements with the Third Sword of Light regiment. The Heavy Guards are one of the most powerful units in the Inner Sphere, but tend to be reliant on other regiments for reconnaissance.
Pros: Rarely use any ‘Mech lighter than 60 tons.
Cons: Reliant on other regiments for intelligence (sometimes, you won’t have advanced notice of what enemy forces you’ll be facing).

Kell Hounds: After Morgan Kell was implicated in the death of Archon Katrina Steiner, the Kell Hounds were forced to flee the Lyran Commonwealth. Seeing an opportunity, Prince Hanse Davion exploited his connections to the Kell Hounds, attracting them to the Federated Suns. The Federated Suns has been good to the Kell Hounds, and while their third regiment is still green, the Kell Hounds’ training is extensive and they remain one of the best-trained mercenary units in the Inner Sphere.
Pros: Good equipment, friends of Prince Hanse Davion, a good starter choice.
Cons: The Hounds’ new third regiment consists mostly of untried recruits.



Draconis Combine: The Draconis Combine has a preference for light lances (for most of their troops) and assault lances (for their commanders), but tend to field very little in between. Their Mechwarriors are some of the best trained in the Inner Sphere, but their tactics tend towards the suicidal.

Genyosha: Commanded by Yorinaga Kurita, the Genyosha was created to counter the threat of the Kell Hounds, and is one of the most effective units in Takashi Kurita’s military. Originally one of the first regiments in the Combine to field the new Panther battlemech, the Genyosha owes much to the Panther’s toughness and firepower.
Pros: Commanded by Yorinaga Kurita, fields a lot of Panthers.
Cons: Killing Yorinaga Kurita would be a huge blow to the Draconis Combine.

Third Alshain Regulars: Stationed near the Lyran border, the Alshain Regulars regiments are typically held in reserve as troubleshooters to help the Draconis Combine deal with Lyran aggression (or, more often, to back-up a Draconis Combine invasion force). They’re highly feared by the Lyrans, as the Alshain Regulars only crop up in places where the Combine is desperate for a victory.
Pros: Troops are better trained than most (but still pretty suicidal).
Cons: Will start out fighting the Clans.



Free Worlds League: The Free Worlds League is not known for its military or training, but they’ve suffered so much internecine warfare they have a lot of veteran units. Unfortunately for the Free Worlds League, they have a fondness for some truly terrible Battlemechs like the abysmal Hermes II.

17th Recon Regiment: After backing Janos Marik in the last civil war, Colonel Carlos Camacho was rewarded with enough funding to start a personal Mercenary unit. Loyal to house Marik, the 17th Recon is manned entirely by natives of the League’s “Trinity” or “Southwestern” worlds. Extremely colorful, ‘Comacho’s Caballeros’, as the unit is also known, fields some of the best pilots in the Inner Sphere who are, conversely, also some of the worst shots (although the Caballeros prefer to describe their shooting as ‘enthusiastic’). The 17th recon fields many old designs and, despite its designation, fields a good mix of Battlemechs, including an extremely rare Atlas. The 17th Recon is currently deployed offensively against the Capellan Confederation, but they tend to perform better in a strictly defensive role.
Pros: Fun. Probably my favorite choice for a starter because they’re fun to write for.
Cons: Terrible shots.

Dismal Disinherited: A down-on-their-luck group of Mercenaries, the Dismal Disinherited have spent the past three years on Galatea trying to find work. Recently, they’ve lucked into a contract with a Periphery State calling itself the ‘New Rim Worlds Republic’. Barely better than pirates, the Dismal Disinherited field terrible ‘Mechs and terrible pilots, but they’re still better than most other Periphery units.
Pros: They’re not pirates.
Cons: They’re not much better than pirates. Their employer is a huge liability.



Lyran Commonwealth: The Lyrans won’t scoff at fielding any ‘Mech, but prefer home-grown Lyran designs. Intensely nationalistic, they like Assault-weight designs; and many Lyrans consider the 80-ton Zeus to be a “lighter” Battlemech. They’re currently at peace with their neighbors, but are having issues with pirates in the Periphery.

Gray Death Legion: After a series debacles in the Free Worlds League forced them to flee in humiliation, the Gray Death Legion returned to the Lyran Commonwealth. Fiercely loyal to anyone bearing the ‘Steiner’ name, they jumped at the chance for work—even if that work was simply hunting pirates in the periphery.
Pros: Probably a good introductory choice.
Cons: Will start out fighting the Clans. I hate them.

Lucky 7 Stables - Solaris VII: Battlemech duels on Solaris VII. Good for showing off individual ‘Mechs, but extremely light on plot or story.
Pros: Fights are (relatively) short and quick.
Cons: Only one (or maybe two) people can participate at a time. Extremely minimal plot progression.



Capellan Confederation: Although they’ve been on the defensive for the past few decades, the Capellan Confederation has stabilized under Maximilian Liao’s leadership.

Death Commandos: Fanatically loyal to House Liao, the Death Commandos are some of the best trained troops in the Inner Sphere. They will obey any order from the Chancellor of the Capellan Confederation without question, even orders that most of the other Successor States would hesitate to even consider.
Pros: Excel in small-unit tactics.
Cons: Fanatically loyal to the Chancellor, every other Successor State considers them terrorists.

Northwind Highlanders: After the Federated Suns took the planet Northwind, the Northwind Highlanders signed a long-term, near-exclusive contract with the Capellan Confederation. Technically Capellan nationals, their hundred-year contract is nearly expired. They’re expected to simply renew, as they always have in the past; and Maximilian Liao has already made the customary Capellan promise to help them re-conquer Northwind. That House Liao has failed time and time again to actually do so may be starting to grate on the Northwind Highlanders’ morale. All four regiments of the Highlanders are currently deployed defensively, and form the core of the Capellan Confederation’s defensive line.
Pros: Four regiments of Elite troops, field quite a few Highlander battlemechs.
Cons: Contract with the Capellan Confederation is about to expire.



Other
Com Guards: Typically deployed only to defend ComStar’s HPG stations, the Com Guards are often equipped with Star League-era technology. Although small in number, at least in the Periphery, the Com Guards are better suited to resist the Clans than any other. The Com Guards lack any truly effective leadership.
Pros: Use some powerful Star League units.
Cons: Will be fighting the Clans, period. Advanced ‘Mechs are not beginner-friendly.




Voting is open for:
a) Davion Heavy Guards (FS)
b) Kell Hounds (FS)
c) Second Sword of Light (DC)
d) Third Alshain Regulars (DC)
e) 17th Recon Regiment (FWL)
f) Dismal Disinherited (FWL (technically))
g) Gray Death Legion (LC)
h) Lucky 7 Stables (LC (technically))
i) Death Commandos (CC)
j) Northwind Highlanders (CC)
k) Com Guards (Comstar)

To help you decide what you’re getting into, here’s a convenient map!



How long will this vote last?
A couple of days, most likely, to give people a chance to volunteer to be ‘Mechwarriors and etcetera.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Some speculation is ok, but if it gets out of hand you'll be asked to stop. I do have a 'no spoilers' rule, although I don't really expect to need it enforced.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Kenlon posted:

Though I have to wonder why you didn't go with McCarron's Armored Cavalry rather than the Death Commandos - does the Big Mac not exist in this alternate timeline?

They do, I'm just saving some regiments. I can't cover everything, and the Death Commandos are responsible for that huge push into Marik space.

Kenlon posted:

I really hope you're not talking about the Panther under the cons listing. Sure, it's only 4/6/4, but with the PPC, it's probably the best counterflanker in the 3025 'mech roster.

I'm actually referring to the Spider, the only 'Mech in the game that doesn't have an ejection system.

Kenlon posted:

And your characterization of the CCAF as utter poo poo is a bit off - before the crushing defeat of the 4th Succession War, Capellan line troops were pretty solid. They lost in the 4th more due to leadership failure (Max trying to have Ridzik bombed, for example) and being outnumbered three to one than by any inherent failure.

By 'utter poo poo', I mean 'not especially loyal'. They have terrible morale because Maximilian Liao was forced to double the number of Warrior Houses and create the Death Commandos in order to stave off the slow whittling-away-of-his-realm by the Federated Commonwealth and Free Worlds League. He did a good job stabilizing his realm, but he did it at the cost of the morale of his regular military. On the whole they're not performing as well as they probably should, because their commanders are afraid of what will happen to them if they fail.

PoptartsNinja fucked around with this message at 20:52 on Jan 21, 2011

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
It's amazing at everything except keeping a good pilot alive if he fucks up. Sorta like the Japanese Zero. The Spider is both really good and really terrible. If used right, it's amazing. Most people don't survive piloting one long enough to learn how to use it right.

Also, the Jenner's better.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Bobbin Threadbare posted:

I vote for the Lyrian Commonwealth.

I'm chalking that up as a vote for the Gray Death Legion.

Also, Focht is Frederick Steiner, and he's currently the General of the Armies of the Lyran Commonwealth.

... which means the Clans on that side of the Inner Sphere have to start out fighting the man responsible for kicking their asses in the real timeline.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Agent Interrobang posted:

That would honestly be hilarious. Just an entire 24-mech company of NOTHING BUT CHARGERS. Fear the sting of 5 whole small lasers! :rolleyes:

Shooting is not what you bring a charger to do. Chargers are your team's linebackers.

... that makes me want to come up with a 'football' scenario.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Edit: quoted the wrong thing.

It should be pretty newbie friendly, especially if you remind me you've never played before when your turn comes up (I'm more than willing to offer some help to people who've never played the game).

PoptartsNinja fucked around with this message at 22:11 on Jan 21, 2011

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Polaron posted:

Gods. Just put treads on it and make a tank at that point!

The Clans pretty much did. They call it the Huitzilopochtli. Or, as it's more commonly known, the Aztec Assault Vehicle (because nobody has any clue how to pronouce it).

So, moral of the story, do not take vehicles lightly. They look like a joke right up until they ruin your poo poo.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Arglebargle III posted:

I will throw away my vote on the Capellan Confederation because human wave attacks against 100-ton nuclear robots are awesome.

Unless you specify, I'ma count that as a vote for the Death Commandos.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Customization won't be happening, except in the case of retrofits. If you want PPCs, you want an Awesome.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
^^^ Yes and no. Some of the 3050 designs (like the Hatamoto Chi) may turn up early (with some heavy tweaking), but it's more likely that we'll see a lot more Star League era designs once ComStar realizes how deep the poo poo everyone's standing in really is.

You'll also probably be seeing some of Clan Steel Viper's terrible specialist 'Mechs, like the Crossbow. And the Naga.

Agent Interrobang posted:

Sounds a bit like a Puma. Mind, I have not played that mod due to having a 3-year-old computer.

I wouldn't count on having clantech, even if you manage to salvage it. At least for now, we're probably going to be jumping around a lot. At least until everyone's gotten a feel for all of the great houses.

PoptartsNinja fucked around with this message at 00:21 on Jan 22, 2011

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
I'll need them when your turn comes up, and I'm going to give the voting at least 24 hours, even though the Kell Hounds have a pretty big lead. Right now, I'm working on balancing out some forces to make sure the first fight isn't a crushing victory for either side.

... Which is going to be difficult, because one of the 'Mechs I (semi-)randomly selected only has 1.5 tons of armor.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Pladdicus posted:

Is it...is it a sedan or something? :confused:

It's a Star League design that really did not make the transition to 'we don't know how to make this work!!!'-era technology very well.

Heaped onto a scout 'Mech that, even during the Star League era, wasn't very well armored.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Added to the main page:

Rule Omega Corollary:
Discussions about 'Mechs is fine. Multiple-page derailments about how much you hate a specific art style chosen by some editor ten years ago isn't. If you have to pretend that all Battlemechs you don't like look like Wall-E in order to get to sleep at night, do it, but we don't need to hear about it.



In other words: It's just art from a game about giant robots killing each other. Talking about it too much is just a distraction from giant robots killing each other.

Since you guys seem a bit bored, help me pick an era-appropriate command 'Mech for a lance of medium-weight Kell Hounds (Specifically, a lance that can act as either scouts or scout-hunters, so expect at least one light 'mech).

PoptartsNinja fucked around with this message at 00:54 on Jan 22, 2011

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
4/6's are probably out unless they're packing some hefty long-range firepower for shooting locusts in the back. Also, I want to avoid the Hatchetman for now--it won't get close enough to hit a good light 'Mech with that hatchet anyway.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
There'll be plenty of opportunities. I'll add you to the list.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Move your whole walking distance without paying extra for turning, then land facing any direction you want, all for the cost of some slight heat build up? Yes, Jump jets are good.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

WarLocke posted:

The Urbanmech is one of the designs that really only does one thing well (and that's stretching it) and any other scenario makes it utterly poo poo. Sort of like the Charger. :v:

I will be surprising everyone with an Urbanmech at some point in the LP.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Red_Mage posted:

Also if you don't field a LAM at some point you are an aweful person.

The only thing a LAM will add to the game is a headache for me. I'm still undecided until I've had a chance to go over their rules, and god help you if you take a LAM against Clanners. They will break their honor code to kill it.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
My preference is for SA PMs.

Voting Results are in!

Kell Hounds win, with 24 votes!
Northwind Highlanders take second, with 8 votes. The Northwind Highlanders hold a caber toss to celebrate.
17th Recon takes for third, with 6 votes. The 17th Recon sends word that they are ‘plum disappointed’ that they won’t be able to introduce Radio Station KATN yet.



Kell Hounds

“We need you, Daniel. Hanse Davion needs you.”

Dan Allard sighed, looking into the weathered face of his father as he finished pouring two glasses of brandy. He passed the first to his father before settling in behind his desk. “I was never any good as a spy. I won’t be any better as a spymaster.” He looked away, knowing that his father wouldn’t—or couldn’t—respect any of his arguments. “I took an oath to the Kell Hounds.”

It was an argument they’d had many times, and Dan hated retreading old ground. He pulled out the biggest gun he had. “The man you really want is Justin.”

Quintus Allard’s eyes filled with pain, then went icy-cold. “Justin Xiang made his choice.”

“The wrong one,” Dan countered. “He’d come back, if Hanse pardoned him. If you reached out to him.”

“He’s in bed with House Liao,” Quintus replied, his anger and pain written starkly across his weathered features. “They’ll never let him go. He’s too valuable.” Quintus stopped, and let the next line pass unsaid. ‘I trained him too well.’ Instead, he finished “House Davion needs an Allard.”

“House Davion has an Allard.”

Quintus shot Dan a dark look.

Dan sighed. “What about Riva?”

Quintus looked away. He’d always had a soft spot for his only daughter. “She doesn’t want the job.”

“Neither do I,” Dan countered.

Quintus looked back sharply. “Riva, at least, has her research as an excuse.”

“I made an oath.”

“Morgan would release you from it, if you asked.”

“I’m not going to do that, Father.” Dan replied with a sigh. “At least, not yet. I’ll think about it once the Third Regiment is up to speed. After that,” he looked his father in the eyes, “I’ll consider it more seriously. Alright?”

“It will have to be, I suppose. Either way—”

“—Convincing me to be your replacement isn’t the real reason you’re here.”

“Prince Davion would be very appreciative if the Kell Hounds were to hit Cylene.”

Dan nodded. “The Ninth Deiron?”

“We’d prefer it if you took the whole planet for us, but we’ll settle for crippling the ninth within the next six months.”

“That’ll put serious pressure on Yorinaga Kurita’s defensive line.”

That drew a long, slow nod from Quintus. “That’s what we’re hoping. With luck, it will distract House Kurita from our real push.”

Dan nodded, dragging his fingers through his hair. “It’ll be a good chance to get the Third Regiment some real combat experience, too. Will you be staying long?”

His father shook his head. “I’m afraid I can’t. I’m needed elsewhere.”

“You could’ve used ComStar. It would’ve been less expensive than a command circuit.” Dan raised his glass to his lips.

Quintus smiled a small, sad smile. “Maybe—but even a quick visit was worthwhile. After this… I’m off to pay Justin a visit.” He watched as Dan almost choked on his drink, which would’ve been a shame—the brandy was a very good year that also, according to his sources, had been a gift from Colonel Patrick Kell.


The first update will go up after I get home from work tonight.

‘Mechwarriors for the first update (you’ll be receiving a PM / E-Mail once I get home from work):
Tempest_56 (GRF-1N Griffin)
Axe-man (BJ-1DB Blackjack)
Pladdicus (VLT-5T Vulcan)
Cthulhu Dreams (JR7-D Jenner)

Feel free to discuss the tactical potentials of this lance, strengths and weaknesses, etc.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
First Battle Tactical Update 1

“Newbies,” Lieutenant Barnes called, throwing up his hands in exasperation. “Why the hell aren’t you suited up? We touch down in five, and the snakes know we’re coming.”

“S-sorry, sir!” Desmond snapped a sharp salute. “We didn’t think—”

“Damned right you didn’t.” Barnes railed, “Get those cooling vests on now, I want you in your ‘Mechs hot to trot ten minutes ago!”

“We’re in the back of the bay.” Yoshita pointed out helpfully. His eyes carried the sharp look of a veteran ‘Mechwarrior, but as a Kuritan expatriate, Desmond thought his loyalty questionable. “It’ll take ten minutes to clear out the assault lance alone.”

“Bossman says bounce,” St. Croix countered, tossing Yoshita’s cooling vest at him. She was already pulling hers over the loose shirt and shorts favored by ‘Mechwarriors. “So we bounce. Probably wants to put on a show for Colonel Kell, and beat the company efficiency record or something.”

Desmond couldn’t help but smirk as the young lieutenant rested his face in the palm of one hand. “Newbies,” Barnes grunted, uttering the word like a vile curse—yet, at nineteen, he wasn’t any more experienced than Desmond was. After all, it was Barnes’ first actual combat deployment. Desmond realized his cooling vest was half on before he’d finished that thought. Kell Hounds training was good.

“The boys upstairs,” Barnes explained as Desmond finished tightening the straps on his vest, “want us to run counter-recon. We’ve got a good feel for the terrain, but the snakes can’t be sure exactly where we are. They’ll have to send scouts, and the Colonel wants us to pick ‘em off. Once Third Lance is out, we’re next—second’s gonna have to wait a bit.” Barnes paused, looking at the men (and woman) under his command. “I don’t see you in your cockpits, Mechwarriors. If you’re not in them in sixty seconds, I’m going to make you climb out and do it again! MOVE!

Our ‘Mechs and Pilots
A Lieutenant Kearney Barnes – GRF-1N Griffin (Tempest_56)
B Mechwarrior William Desmond – BJ-1DB Blackjack (Axe-man)
C Mechwarrior Sandra St. Croix – VLT-5T Vulcan (Pladdicus)
D Mechwarrior Hikaru Yoshita – JR7-D Jenner (Cthulhu Dreams)

Tactical Analysis
“Hey, I got something,” St. Croix announced over the comms. There was a hint of excitement in her voice, garbled as it was. “It looks like a,” she paused, her voice replaced by the sharp hiss of static, “—I have no idea what that one is, a Spider, a Jenner, a,” again, the static, “And a couple of those little J. Edgar tanks the Kuritas love to hate. I don’t think they’ve spotted me.”

“Sit tight, Sandra,” Barnes cut in, “We’re on the way.”

“It’ll be bad news if we let either of those J. Edgars escape,” St. Croix replied, her voice becoming clearer as Will Desmond’s Blackjack chewed up the distance between them.

“They’ll stick around,” Yoshita announced quietly, “until things start going sour for the ‘Mechs. They can’t share in the glorious victory if they run too early.”

Enemy Forces
K1 Unknown Light
K2 SDR-5K Spider
K3 JR7-D Jenner
K4 DRG-1G Grand Dragon
K5, K6 J. Edgar light hover tank (x2)

Victory Condition: Disable or Destroy both J. Edgar hovertanks (K5, K6)
Optional Secondary Condition: Disable or Destroy all House Kurita forces




because I forgot to document it, every Kell Hound ‘mech is facing south, towards the bottom of the map except C, who is facing southeast.


Kell Hounds ’Mech Status
A GRF-1N Griffin (Tempest_56)
Weight: 55 tons (Medium)
HD A(S): 9/9 (3/3)
LT A(S): 20/20 (13/13)
LT R A(S): 6/6
CT A(S): 20/20 (18/18)
CT R A(S): 7/7
RT A(S): 20/20 (13/13)
RT R A(S): 6/6
LA A(S): 14/14 (9/9)
RA A(S): 14/14 (9/9)
LL A(S): 18/18 (13/13)
RL A(S): 18/18 (13/13)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 12
Movement: 5/8/5
Mechwarrior: Pilot 6, Gunnery 3
Mechwarrior Status: OK!
Armament:
PPC – RA (Heat: 10, Ammo: 0, Range: (L:18 M:12 S:6 Min:3), Status: OK!)
LRM 10 – RT (Heat: 4, Ammo: 24, Range: (L:21 M:14 S:7 Min:6), Status: OK!)
Notes: 2 hands—may punch with either arm (may not punch with right arm if PPC is fired)

B BJ-1DB Blackjack (Axe-man)
Weight: 45 tons (Medium)
HD A(S): 9/9 (3/3)
LT A(S): 14/14 (11/11)
LT R A(S): 5/5
CT A(S): 16/16 (14/14)
CT R A(S): 7/7
RT A(S): 14/14 (11/11)
RT R A(S): 5/5
LA A(S): 11/11 (7/7)
RA A(S): 11/11 (7/7)
LL A(S): 14/14 (11/11)
RL A(S): 14/14 (11/11)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 17
Movement: 4/6/4
Mechwarrior: Pilot 5, Gunnery 4
Mechwarrior Status: OK!
Armament:
Large Laser – RA (Heat: 8, Ammo: 0, Range: (L:15 M:10 S:5 Min:0), Status: OK!)
Medium Laser – RA (Heat: 8, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!)
Large Laser – LA (Heat: 3, Ammo: 0, Range: (L:15 M:10 S:5 Min:), Status: OK!)
Medium Laser – LA (Heat: 3, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!)
Notes: No hands or actuators —may not punch with either arm (may fire arm-mounted weapons into the rear arc)

C VLT-5T Vulcan (Pladdicus)
Weight: 40 tons (Medium)
HD A(S): 9/9 (3/3)
LT A(S): 12/12 (10/10)
LT R A(S): 4/4
CT A(S): 15/15 (12/12)
CT R A(S): 6/6
RT A(S): 12/12 (10/10)
RT R A(S): 4/4
LA A(S): 11/11 (6/6)
RA A(S): 11/11 (6/6)
LL A(S): 14/14 (10/10)
RL A(S): 14/14 (10/10)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 12
Movement: 6/9/6
Mechwarrior: Pilot 5, Gunnery 4
Mechwarrior Status: OK!
Armament:
Medium Laser – LT (Heat: 3, Ammo: 0, Range: (L:9 M:5 S:3 Min:0), Status: OK!)
Medium Laser – RT (Heat: 3, Ammo: 0, Range: (L:9 M:5 S:3 Min:0), Status: OK!)
Medium Laser – RT (Heat: 3, Ammo: 0, Range: (L:9 M:5 S:3 Min:0), Status: OK!)
Medium Laser – RT (Heat: 3, Ammo: 0, Range: (L:9 M:5 S:3 Min:0), Status: OK!)
Flamer – RA (Heat: 3, Ammo: 0, Range: (L:3 M:2 S:1 Min:0), Status: OK!)
Machine Gun – LA (Heat: 0, Ammo: 200, Range: (L:3 M:2 S:1 Min:0), Status: OK!)
Notes: no hands—may not punch with either arm

D JR7-D Jenner (Cthulhu Dreams)
Weight: 35 tons (Light)
HD A(S): 7/7 (3/3)
LT A(S): 8/8 (8/8)
LT R A(S): 4/4
CT A(S): 10/10 (11/11)
CT R A(S): 3/3
RT A(S): 8/8 (8/8)
RT R A(S): 4/4
LA A(S): 4/4 (6/6)
RA A(S): 4/4 (6/6)
LL A(S): 6/6 (8/8)
RL A(S): 6/6 (8/8)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 10
Movement: 7/11/5
Mechwarrior: Pilot 4, Gunnery 4
Mechwarrior Status: OK!
Armament:
Medium Laser – LA (Heat: 3, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!)
Medium Laser – LA (Heat: 3, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!)
Medium Laser – RA (Heat: 3, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!)
Medium Laser – RA (Heat: 3, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!)
SRM 4 – CT (Heat: 3, Ammo: 25, Range: (L:9 M:6 S:3 Min:0), Status: OK!)
Notes: No hands or actuators —may not punch with either arm (may fire arm-mounted weapons into the rear arc)



Enemy ‘Mech Status
K1 Unknown Light
Walked: 4
Damage: None
Status: Fine
Armament: Unknown

K2 SDR-5K Spider
Walked: 4
Damage: None
Status: Fine
Armament: Unknown

K3 JR7-D Jenner
Walked: 4
Damage: None
Status: Fine
Armament: Unknown

K4 DRG-1N Dragon
Walked: 4
Damage: None
Status: Fine
Armament: Unknown

K5 J. Edgar light hover tank
Cruised: 6
Damage: None
Status: Fine
Armament: Unknown

K6 J. Edgar light hover tank
Cruised: 5
Damage: None
Status: Fine
Armament: Unknown

Pilots, you'll receive a PM / E-Mail in just a few minutes.

PoptartsNinja fucked around with this message at 05:10 on Jan 9, 2013

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
LATEST UPDATE IS HERE

Pladdicus posted:

Movement: 6/9/6

I assume that means 6 at slow movement, 9 at flank (which gives penalties to hit) and 6 jump?

Also, my heat sinks means I can shoot my four lasers without generating any heat? How much heat is generated by walking?

1 heat for walking, 2 for running, 1 per hex (minimum 3 heat) for jumping.

Pladdicus posted:

Edit:You weren't kidding about rookie pilots!

5 piloting 4 gunnery is actually the inner sphere standard.

Also, that Grand Dragon is only supposed to be a normal DRG-1N Dragon, since I beefed up the Kurita light 'Mechs a bit (they were originally going to be Kurita-variant wasps and locusts, but then you guys wanted to bring a Griffin :3: ). It's been fixed.

PoptartsNinja fucked around with this message at 03:06 on Jan 23, 2011

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
It's tricky, but the good news is, the snakes only have one jumper vs. your four.

Edit: also, hovertanks can't move through woods, so they can only get off the river via 1622 or 2012, or by moving closer to you.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Yes, they do. I forgot to add them for the players, but everyone will have them next post.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

WarLocke posted:

Plus you have the OpFor movement phase before he can fire

They count as having moved already, so this is inaccurate.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

WarLocke posted:

That's kind of another argument against the 'jump+shoot' plan then, because we have no idea how fast they've been moving and that type of tank can rack up some impressive speed penalties.

Actually, you do. It says so at the bottom of the post, unless I hosed something up.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
A not so grand Dragon.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Indeed.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
I have enough surprises in store for you in this fight that you don't really need to worry too much about blundering into an Atlas. If I pull too many punches, things'll be boring.

I'm surprised nobody's done a tactical analysis of the J. Edgar yet.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

WarLocke posted:

Quick, does anyone know if PTN has a goatee?!?

I do, in fact. Actually, it's a Van Dyke, the stereotypical 'evil Spock' goatee.

Mukaikubo posted:

Related: Can Cardassians have goatees?

Not really. They can grow TOS Klingon Moustaches on their chins, though.

TildeATH posted:

I hope we get at least one hopeless battle wherein the only "success" could be considered chewing up a few extra minutes of the enemy's time.

*whistles*

Unfortunately, either Tempest_56 doesn't have forum PMs, or isn't around; so KnoxZone is now our Griffen pilot. Since he may be away for the weekend, Tempest_56 will be given another chance in the next scenario. KnoxZone, expect a Forum PM in the next... minute or so.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Kell Hounds: Cylene Tactical Update 2

Combat Results:
Shooting happens simultaneously, incidentally. The team that wins initiative moves last, to better exploit the enemy’s position.
No Shots Fired



“Blake’s Blood, these things are fast!” St. Croix cursed as one of the J. Edgars launched itself towards her at a breakneck pace; its hoverskirt ejecting dust and detritus into the air. Taking a shot at the little bastard was going to be tough. “They must’ve seen me after all, sir!”

“It’ll be trouble if they punch past us,” Desmond grumbled into the comms. He wasn’t much further than St. Croix. “They could track us back to the dropships, and then the Ninth would still know exactly where we are!”

Thank you for that stunning tactical assessment, Mechwarrior,” Lieutenant Barnes growled. “What’re you waiting for? Are you going to shoot the snakes, or throw a party for their tactical acumen?”

Desmond grinned, “gently caress you too, sir,” he laughed into the comms. “I don’t speak Japanese.”

“I do,” Yoshita added helpfully, his voice a merry falsetto sing-song. “I would offer to translate, Lieutenant, but I think my lasers have more useful things to say.”

“Har har,” Barnes faked, “Do any of you jokers have an inside line on the Curry ‘Mechs?”

A chorus of negatives was the only possible reply.



OpForce Movement:
K1 Unknown Light walks to 2218
K2 SDR-5K Spider runs to 1818
K3 JR7-D Jenner walks to 2318
K4 DRG-1G Grand Dragon runs to 2518
K5 J. Edgar light hover tank moves at flank speed to 1606
K6 J. Edgar light hover tank moves at cruising speed to 1313

Enemy Forces
K1 Unknown Light
K2 SDR-5K Spider
K3 JR7-D Jenner
K4 DRG-1G Grand Dragon
K5, K6 J. Edgar light hover tank (x2)

Victory Condition: Disable or Destroy both J. Edgar hovertanks
Optional Secondary Condition: Disable or Destroy all House Kurita forces







Kell Hounds ’Mech Status
A GRF-1N Griffin (Tempest_56)
Weight: 55 tons (Medium)
HD A(S): 9/9 (3/3)
LT A(S): 20/20 (13/13)
LT R A(S): 6/6
CT A(S): 20/20 (18/18)
CT R A(S): 7/7
RT A(S): 20/20 (13/13)
RT R A(S): 6/6
LA A(S): 14/14 (9/9)
RA A(S): 14/14 (9/9)
LL A(S): 18/18 (13/13)
RL A(S): 18/18 (13/13)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 12
Movement: 5/8/5
Mechwarrior: Pilot 6, Gunnery 3
Mechwarrior Status: OK!
Armament:
PPC – RA (Heat: 10, Ammo: 0, Range: (L:18 M:12 S:6 Min:3), Status: OK!)
LRM 10 – RT (Heat: 4, Ammo: 24, Range: (L:21 M:14 S:7 Min:6), Status: OK!)
Notes: 2 hands—may punch with either arm (may not punch with right arm if PPC is fired)

B BJ-1DB Blackjack (Axe-man)
Weight: 45 tons (Medium)
HD A(S): 9/9 (3/3)
LT A(S): 14/14 (11/11)
LT R A(S): 5/5
CT A(S): 16/16 (14/14)
CT R A(S): 7/7
RT A(S): 14/14 (11/11)
RT R A(S): 5/5
LA A(S): 11/11 (7/7)
RA A(S): 11/11 (7/7)
LL A(S): 14/14 (11/11)
RL A(S): 14/14 (11/11)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 17
Movement: 4/6/4
Mechwarrior: Pilot 5, Gunnery 4
Mechwarrior Status: OK!
Armament:
Large Laser – RA (Heat: 8, Ammo: 0, Range: (L:15 M:10 S:5 Min:0), Status: OK!)
Medium Laser – RA (Heat: 8, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!)
Large Laser – LA (Heat: 3, Ammo: 0, Range: (L:15 M:10 S:5 Min:), Status: OK!)
Medium Laser – LA (Heat: 3, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!)
Notes: No hands or actuators —may not punch with either arm (may fire arm-mounted weapons into the rear arc)

C VLT-5T Vulcan (Pladdicus)
Weight: 40 tons (Medium)
HD A(S): 9/9 (3/3)
LT A(S): 12/12 (10/10)
LT R A(S): 4/4
CT A(S): 15/15 (12/12)
CT R A(S): 6/6
RT A(S): 12/12 (10/10)
RT R A(S): 4/4
LA A(S): 11/11 (6/6)
RA A(S): 11/11 (6/6)
LL A(S): 14/14 (10/10)
RL A(S): 14/14 (10/10)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 12
Movement: 6/9/6
Mechwarrior: Pilot 5, Gunnery 4
Mechwarrior Status: OK!
Armament:
Medium Laser – LT (Heat: 3, Ammo: 0, Range: (L:9 M:5 S:3 Min:0), Status: OK!)
Medium Laser – RT (Heat: 3, Ammo: 0, Range: (L:9 M:5 S:3 Min:0), Status: OK!)
Medium Laser – RT (Heat: 3, Ammo: 0, Range: (L:9 M:5 S:3 Min:0), Status: OK!)
Medium Laser – RT (Heat: 3, Ammo: 0, Range: (L:9 M:5 S:3 Min:0), Status: OK!)
Flamer – RA (Heat: 3, Ammo: 0, Range: (L:3 M:2 S:1 Min:0), Status: OK!)
Machine Gun – LA (Heat: 0, Ammo: 200, Range: (L:3 M:2 S:1 Min:0), Status: OK!)
Notes: no hands—may not punch with either arm

D JR7-D Jenner (Cthulhu Dreams)
Weight: 35 tons (Light)
HD A(S): 7/7 (3/3)
LT A(S): 8/8 (8/8)
LT R A(S): 4/4
CT A(S): 10/10 (11/11)
CT R A(S): 3/3
RT A(S): 8/8 (8/8)
RT R A(S): 4/4
LA A(S): 4/4 (6/6)
RA A(S): 4/4 (6/6)
LL A(S): 6/6 (8/8)
RL A(S): 6/6 (8/8)
Heat: 0/30
Overheat Penalty: None
Heat Sinks: 10
Movement: 7/11/5
Mechwarrior: Pilot 4, Gunnery 4
Mechwarrior Status: OK!
Armament:
Medium Laser – LA (Heat: 3, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!)
Medium Laser – LA (Heat: 3, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!)
Medium Laser – RA (Heat: 3, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!)
Medium Laser – RA (Heat: 3, Ammo: 0, Range: (L:9 M:6 S:3 Min:0), Status: OK!)
SRM 4 – CT (Heat: 3, Ammo: 25, Range: (L:9 M:6 S:3 Min:0), Status: OK!)
Notes: No hands or actuators —may not punch with either arm (may fire arm-mounted weapons into the rear arc)



Enemy ‘Mech Status
K1 Unknown Light
Walked: 4
Damage: None
Status: Fine
Armament: Unknown

K2 SDR-5K Spider
Walked: 4
Damage: None
Status: Fine
Armament: Unknown

K3 JR7-D Jenner
Walked: 4
Damage: None
Status: Fine
Armament: Unknown

K4 DRG-1G Grand Dragon
Walked: 4
Damage: None
Status: Fine
Armament: Unknown

K5 J. Edgar light hover tank
Flank: 12
Damage: None
Status: Fine
Armament: Medium Laser, 2 SRM 2

K6 J. Edgar light hover tank
Cruised: 7
Damage: None
Status: Fine
Armament: Medium Laser, 2 SRM 2

PoptartsNinja fucked around with this message at 05:10 on Jan 9, 2013

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Arglebargle III posted:

Did they forget guided missile technology too?

Yes, they did. Long-range guided missiles (i.e., actual missiles as opposed to the semi-guided dumfire rockets Battletech calls missiles) are Lostech. A few of them are still around, but they're pretty irreplacable so most places reserve them only for 'assassinating highly-placed traitors'.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Pladdicus posted:

Hmm. The only thing is, if I can get to his rear, he can't fire back at me meaning I won't take any damage this round and it'll be poured on you A/B, who, lets face it, are much more likely to survive the rest of the fight.

Tanks have turrets, which can fire in any direction.

Pladdicus posted:

Not to mention if I destroy his rear armor, it destroys his ammunition which means he'll be destroyed outright. A full salvo+kick is almost guaranteed to do this, pending rolls.

Not strictly true, if you destroy his armor and all points of internal structure, you'll destroy the machine (ammo has nothing to do with it). Tanks use a different critical hit mechanic, however, so potentially quite a few hits can be 'criticals' and a roll of a 2 or a 12 (1:18 chance) has a very good chance of simply destroying the tank outright.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
You can only kick a vehicle that is sharing the same hex as you, if that changes anyone's thoughts on what they're attempting.

PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat
Oh, I should also mention: you can only go up single elevation levels at a time; so that +2 cliff is actually impassable unless you want to try to climb up it. With a 'Mech that has no hands. Risking a height 2 fall in the process.

... in other words, I really wouldn't recommend trying to scale a cliff as tall as your 'Mech. The terrain around here is intentionally pretty tricky--it slows down scouts, so it's a great landing zone--but it also slows down counter-scouts.

Besides, jump jets trivialize moves like that. Don't forget you've got 'em.

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PoptartsNinja
May 9, 2008

He is still almost definitely not a spy


Soiled Meat

Longinus00 posted:

The hovertank can't pass through wooded areas so it can't get out from the lake anyway.

Yes it can. The -1, -2 etc denote the depth of the bottom of the river. Hovertanks travel along the top, and treat it as level 0 terrain, which means they can go up level 1 hills.

Vehicles in level 1 exist almost solely to throw opponents for a loop, which is why I included some. Hell's Horses fields Clan tanks pretty frequently, and they can be utter bastards to deal with.

PoptartsNinja fucked around with this message at 06:21 on Jan 24, 2011

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