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Space Kablooey
May 6, 2009


wiegieman posted:

You can tell how good an early IS design is by how many medium lasers it has.

Yeah 4 ML for 3 heat each, and sinking 12 heat per turn seems too good to be true.

Overheat penalties only apply if you can't sink enough heat, right?

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ilmucche
Mar 16, 2016

What did you say the strategy was?
overheat penalties happen at certain levels, starting at +5 heat end of turn

oh no if our enemies are also a light lance this could be a bunch of 4/5 idiots sprinting around missing all the time :v:

Otter Madness
Jan 4, 2014
This mission will be more of a knife fight than the last one lol. The Locusts need to keep that move mod high, especially since they don't have jump jets. Though 8 walk is pretty fast lol

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

oh god i'm in a locust at least i can get +3 at almost every round and there's no pulse lasers

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

uhhh what are the requirements for "capture" or do we just need to mission-kill the opfor and that'll be that?

Amechwarrior
Jan 29, 2007

Scintilla posted:

No problem! Here are what the quirks do.

Thanks for that! Narrow Profile is a real life saver and I see how hard standing up will be. I really don't want to let anyone kick me and force me to make a fall check.

So, for all of us, we really want to maintain a +3 to our movement penalty for shooting at us. That means in flat ground, the LCTs with 8/12 have 1 MP left for turning or entering harder terrain while walking. Running we have 5MP leftover. The JR7-F at 7/11/5 can walk straight for 7 hexes to get +3 but needs to run if it wants to do anything fun at that distance. You also got jumping for 5, which is a little odd for it's ground speed but comes in clutch if you can afford the heat (min +3 heat and up to +5 for full distance). The VL-5T is the slowest with 6/9/6 and has as much armor as the Jenner and might not be able to maintain the +3 movement. However, its flamer and MGun make it a great anti-infantry unit. The LCT's dual MGs are also good for that but it's no Flamer.

The JR7 and VT's excessive banks of MLs mean they're going to be doing the real work of removing armor and destroying locations. The LCTs have half the firepower and change.

We're all pretty fragile, only the JR7 doesn't have the Narrow Profile quirk. Speed is our game, and likely our OPFOR's as well.

Amechwarrior fucked around with this message at 01:32 on Apr 6, 2023

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

haha light mechs go wrrr

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

Captain Foo posted:

uhhh what are the requirements for "capture" or do we just need to mission-kill the opfor and that'll be that?

Yep, basically you destroy / drive off the pirate units and the base will surrender.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Scintilla posted:

Yep, basically you destroy / drive off the pirate units and the base will surrender.

sounds good, boss

Space Kablooey
May 6, 2009


Captain Foo posted:

haha light mechs go wrrr

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
It's gonna be like this but with Locusts.

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




I forget - do you have fire and smoke enabled? Smoke combined with speedy mechs has... consequences.

Neophyte
Apr 23, 2006

perennially
Taco Defender
is "Yakety Sax" lostech?

Neophyte fucked around with this message at 15:52 on Apr 6, 2023

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

Gnoman posted:

I forget - do you have fire and smoke enabled? Smoke combined with speedy mechs has... consequences.

Both accidental and intentional fires are enabled. Smoke is also enabled, but won't drift.

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




That's important information for players - smoke imposes to-hit penalties. On the MekWars server I used to play on, they eventually disabled smoke because getting 13+ TNs was too easy with lights.

Remmon
Dec 9, 2011

Gnoman posted:

That's important information for players - smoke imposes to-hit penalties. On the MekWars server I used to play on, they eventually disabled smoke because getting 13+ TNs was too easy with lights.

And remember that the terrain you're standing in doesn't count for YOUR to-hit penalties, but does count against anybody trying to shoot you. Especially useful if you can move 7 hexes and end in a heavy woods hex.

Space Kablooey
May 6, 2009


Since we're on the topic, what's up with the rock tiles?

Also, what should we consult for weapons stats (damage mostly) and effects?

Space Kablooey fucked around with this message at 19:11 on Apr 6, 2023

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey

Space Kablooey posted:

Since we're on the topic, what's up with the rock tiles?

Also, what should we consult for weapons stats (damage mostly) and effects?

The rocks count as rough terrain. They cost +1 MP to move into, but confer no bonuses.

Weapon stats are included in your unit's datasheet above the boxes indicating the design quirks. It should include the weapon, its location on your mech, its remaining ammunition (if applicable), range brackets in hexes (subdivided into long, medium and short), minimum range (if any), heat, and status (Active, Damaged, Destroyed, Jammed, etc). As for damage... yeah, that's kind of a dumb omission on my part. I'll whip up a modified set of datasheets that includes them later.

For now, Medium Lasers deal 5 damage. Machine Guns deal 2, but gain huge bonuses against infantry (Which may be important for this mission...). Flamers deal 3 damage, have a similar bonus against infantry, can set things on fire (Woods and buildings, mostly) and also increase an enemy's heat level if they hit.

Another note on Flamers. Normally, you have to select whether you want them to inflict damage or add to an enemy's heat level. In this campaign, I've enabled an optional rule that lets them do both at once. It's always seemed weird and nonsensical to me that you had to select one or the other, and it also makes Flamers a little bit more dangerous.

Gnoman
Feb 12, 2014

Come, all you fair and tender maids
Who flourish in your pri-ime
Beware, take care, keep your garden fair
Let Gnoman steal your thy-y-me
Le-et Gnoman steal your thyme




Sarna has them.

In this fight, there's only three weapons on the player side. Against mechs or vehicles, Medium Lasers do 5 damage, Machine Guns do 2, and flamers do 3. Flamers and Machine Guns do bonus damage against infantry, and flamers are very good at starting fires.

I'm not certain if flamers raising heat levels is an optional rule in the current ruleset.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Combo flamers is a great house rule!

Koorisch
Mar 29, 2009
I really like the idea behind the Compact Mech quirk, it means that a Lance's worth of mechbays can carry two Lances of those mechs, imagine the swarms of Locusts!

NoNotTheMindProbe
Aug 9, 2010
pony porn was here

Koorisch posted:

I really like the idea behind the Compact Mech quirk, it means that a Lance's worth of mechbays can carry two Lances of those mechs, imagine the swarms of Locusts!

This is what makes Locusts such a great campaign mech as they're incredibly efficient logistics wise. The SHD-2H is also a good campaigner thanks to its redundant heat sinks. Heat sinks are prone to malfunction in the campaign rules and during multi-mission deployments you only get 8 hours of repair time between engagements. So the Shadow Hawk can reliably put on high rotation while over tuned mechs will spend more time in the hangar.

e. For those who already play or are interested in the table top game there's a big Battletech Kickstarter on right now.

NoNotTheMindProbe fucked around with this message at 02:58 on Apr 7, 2023

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Alright, here's the updated datasheet for the players:

biosterous
Feb 23, 2013




i forgot that i had not posted this thing i found https://bt-buddy.firebaseapp.com/#/

it helped me plan my shots, way easier to just punch in the distance + movement + stuff and let it do the math and show me the odds, than trying to do it on my own

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

NoNotTheMindProbe posted:

This is what makes Locusts such a great campaign mech as they're incredibly efficient logistics wise.

I always felt something like the LRM locust, which is usually just something that gets blown up immediately, would be incredible in an actual war. Like imagine two lances of these guys dumping their mags from max range and then sprinting away to reload before anyone could catch them

this also applies to a lesser extent to something like the Royal Griffin -- ERPPC sniping jumpjetters who can outrun anything than can outslug them and dump SRMs into anything that can catch them would be a nightmare just wandering around causing problems

ilmucche
Mar 16, 2016

What did you say the strategy was?
I am going to suicide in the highest BV mech we have. 4 ml into the back of a mech while infantry take us apart

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Machine guns and flamers are very good Vs infantry!!

Lemniscate Blue
Apr 21, 2006

Here we go again.

Pattonesque posted:

I always felt something like the LRM locust, which is usually just something that gets blown up immediately, would be incredible in an actual war. Like imagine two lances of these guys dumping their mags from max range and then sprinting away to reload before anyone could catch them

this also applies to a lesser extent to something like the Royal Griffin -- ERPPC sniping jumpjetters who can outrun anything than can outslug them and dump SRMs into anything that can catch them would be a nightmare just wandering around causing problems

True, but if you dig too deep into reality of war vs game tropes you start wondering why walking mechs are used at all compared to tracked and wheeled vehicles, and then the whole game falls apart with a quiet fart sound.

Pattonesque
Jul 15, 2004
johnny jesus and the infield fly rule

Lemniscate Blue posted:

True, but if you dig too deep into reality of war vs game tropes you start wondering why walking mechs are used at all compared to tracked and wheeled vehicles, and then the whole game falls apart with a quiet fart sound.

lol fair.

Defiance Industries
Jul 22, 2010

A five-star manufacturer


Pattonesque posted:

I always felt something like the LRM locust, which is usually just something that gets blown up immediately, would be incredible in an actual war. Like imagine two lances of these guys dumping their mags from max range and then sprinting away to reload before anyone could catch them

Long range penalties are rough. That +4 on top of running means that you're going to miss 90% of your shots against a stationary target. If your target is able to move a very reasonable five hexes then you literally can't touch them.

Also, there's the whole "one size fits all" thing for transportation. You can bring two lances of Locusts and the other guy brought two lances of Orions.

JackSplater
Nov 20, 2014

Metal Coat? It's already active?!

Defiance Industries posted:

Also, there's the whole "one size fits all" thing for transportation. You can bring two lances of Locusts and the other guy brought two lances of Orions.

Ah, but locusts are small enough you can bring four lances in two lances worth of space!

Defiance Industries
Jul 22, 2010

A five-star manufacturer


Infinity Locusts still can't ever hit a single Griffin at max range.

(they also can't get away from a J. Edgar or Warrior)

Amechwarrior
Jan 29, 2007

ilmucche posted:

I am going to suicide in the highest BV mech we have.

This is the way.

TheHoosier
Dec 30, 2004

The fuck, Graham?!

This thread is making me want to play Battletech. Good poo poo so far

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Over The Hills: Turn 0

“Found you, you rat bastards!” Mike Clements hissed as the pirates’ forward base slid into view. He and his lancemates had been hunting these lousy bandits for weeks, and now they finally had them in their sights. He toggled his viewfinder’s zoom function, sending an enhanced version of the image to his secondary monitor. The display revealed a motley collection of prefabricated buildings nestled into the crook of a narrow valley directly north of Mike’s position. The base was well concealed, shielded by broken terrain and thick woodland to the south-west and north-east, but Mike’s clifftop vantage point gave him a clear view of the site.

“Ruby Lance, I have visual on the base,” he announced over the comms. “All units confirm Ready Op.”

“This is Mirage. Ready Op.” Anna Heimer responded promptly.

“Glaive here. Ready Op.” Tsing Yeoung replied after a moment’s delay.

Seconds slowly ticked by, but Kai-xi did not respond. Mike heaved an exasperated sigh and opened a direct commlink to the younger Yeoung’s Locust. “Prime, are you Ready Op?”

Silence. Mike rolled his eyes and closed the link. The Yeoung brothers were… challenging to deal with. Tsing was a daredevil, but he was polite and charming and at least pretended to give a drat about proper procedure. The risks he took were calculated, and Mike could usually predict how he would behave and adapt his battle plans to compensate. Kai-xi, though… there was something wrong with him. He had the temperament of a particularly sociopathic pitbull. It didn’t matter what you said or did, sooner or later he would slip the leash and go on a rampage. The best you could do was point him at a target and hope he didn’t eat too many small children along the way.

“Defenders appear to be mostly light mechs and vehicles,” Mike said as he kicked his Vulcan into gear. “Hit them hard, but don’t damage any of the buildings. There could be vital intelligence in there.”



N/A



N/A



N/A



N/A



N/A





Player Status


Enemy Status


Special Abilities:
-Toughness: Grants bonus to consciousness rolls.

Primary Objectives:
-Capture Pirate Base (0/8 Enemies Destroyed / Driven Off)

Non-Isometric Hexmap:


Next Orders Due: Tuesday 11th 9:00PM GMT.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

cicada looks like the biggest gun on the board but it also shouldn't be able to see us for a turn, at least, if i remember my LOS rules correctly

NoNotTheMindProbe
Aug 9, 2010
pony porn was here
They got the good Cicada. Though those tanks have a considerable amount of combined firepower as well.

aniviron
Sep 11, 2014

Yeah, that's always my reaction to too. "Ha, a Cicada! Oh, it's a 3C, drat."

ilmucche
Mar 16, 2016

What did you say the strategy was?
Depending how dangerously we want to live can the locusts walk straight forward and put fire on the unmoving galleon at 9+ to hit?

I think for t1 I'd like to run to 0720 facing up. If all woods are +1 mp I think I can make it there.

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Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
This map has a lot of broken terrain, so here's a list of MP costs for anyone who needs a refresher:

Clear Terrain: costs a total of 1 MP to move into.

Light Woods: costs a total of 2 MP to move into.

Heavy Woods: costs a total of 3 MP to move into.

Rough Terrain: costs a total of 2 MP to move into.

Elevation changes: costs +1 additional MP per height level change.

Light and Heavy Woods can be a bit hard to tell apart. A good rule of thumb is, if a hex has three small trees, it's Light Woods. If it has four trees, or three big fat ones with no gaps in between, it's Heavy Woods.

ilmucche posted:

Depending how dangerously we want to live can the locusts walk straight forward and put fire on the unmoving galleon at 9+ to hit?

I think for t1 I'd like to run to 0720 facing up. If all woods are +1 mp I think I can make it there.

Hex 0720 counts as Heavy Woods, so you might not have enough MP. Hex 0122, 0220 and 0521 are also Heavy Woods, if that helps.

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