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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.

Tempest_56
Mar 14, 2009

In on the ground floor!

And while I'm a staunch Davionist, I can't say no to the e) 17th Recon Regiment (FWL). They're just drat fun and should be a blast to read.

I'm also going to plug the Trad Games Discussion thread, since it's a potential resource for the folks who're bound to show up in the thread and as spill-over for discussions related to the game but not to this LP.

Edit: Also sign me up! Finally bothered to upgrade to Plat for this.

Tempest_56 fucked around with this message at 19:39 on Jan 21, 2011

SirPhoebos
Dec 10, 2007

WELL THAT JUST HAPPENED!

I vote Death Commandos :black101:

Also, I'll volunteer, but my weekend availability is restricted (I use a PS3 to access the internet from home)

SirPhoebos fucked around with this message at 19:53 on Jan 21, 2011

Axe-man
Apr 16, 2005

The product of hundreds of hours of scientific investigation and research.

The perfect meatball.
Clapping Larry
I would like to Apply to be a Mechwarrior, I do have pms. So toss me on the mechwarrior list if you could please.

I think the Kell Hounds would be most fun to play, in this universe they have the Federated Suns on their back and they are positioned to either be attacked by or attack all of the houses, this also means that we won't get the clan opponents until all our raw recuits are seasoned a bit which will be essential to fighting the clans.

edit: I also am totally biased toward them. :dance:

Axe-man fucked around with this message at 19:30 on Jan 21, 2011

Pladdicus
Aug 13, 2010
Applying to be a Mechwarrior. Tossing my vote in to Kell Hounds as well

Untried recruits kind of fits the whole Goons are playing dealio. I don't have PM so I can toss my email up whenever.

Pladdicus fucked around with this message at 03:44 on Jan 23, 2011

Preechr
May 19, 2009

Proud member of the Pony-Brony Alliance for Obama as President
My vote is likewise for the Death Commandos. It's time to show those dirty Federats what's for.

ZwobotJones
Apr 30, 2009

Click click
I vote for the Lyran Commonwealth. Nobody can deny that House Steiner is the greatest in all the Inner Sphere and someone's gotta show those Clan people!

legoman727
Mar 13, 2010

by exmarx
I'd have to go with the Kell Hounds.

I have no idea what is even going on here, but it should be a great ride to watch.

Cthulhu Dreams
Dec 11, 2010

If I pretend to be Cthulhu no one will know I'm a baseball robot.
Comstar! with no real expectation of it getting up. I just think they are cool

Also, hands up to be a mech warrior. I don't have pms, so will throw up an email.

KnoxZone
Jan 27, 2007

If I die before I Wake, I pray the Lord my soul to take.
This looks to be potentially epic. Requesting to be a mechwarrior.

Also going to throw my vote for the Kell Hounds. I have always been a supporter of the FS, and the Hounds are one of the best merc units around. A combo that cannot be beat!

Polaron
Oct 13, 2010

The Oncoming Storm
I vote Kell Hounds and would like to be a Mechwarrior. I don't have PMs so I can give you an email address when it's time to do so.

SirPhoebos
Dec 10, 2007

WELL THAT JUST HAPPENED!

Add my name to the pilot list-I really want to try this out. Just expect terse answers on the weekends.

Red_Mage
Jul 23, 2007
I SHOULD BE FUCKING PERMABANNED BUT IN THE MEANTIME ASK ME ABOUT MY FAILED KICKSTARTER AND RUNNING OFF WITH THE MONEY
I have some PMs, I know my Battletech. I'll be a pilot.

Also anyone who doesn't vote for the Third Alshain Regulars, or Comstar has no Honor.

I vote Comstar since I already know these other goons would rather be merc dogs.

WarLocke
Jun 6, 2004

You are being watched. :allears:
I'll sign up to be a MechWarrior. I haven't played tabletop in a few years, but I'm familiar with the rules (if a bit rusty).

My vote for faction unit goes to the Federated Suns, specifically the Kell Hounds - they're a fun unit and you've got them smack dab between the Kuritas and Liaos which gives a nice selection in OpFor tactics.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
Throwing my lot in with the Davion Heavy Guards. Who cares if you don't know what you're facing when you have lots and lots of giant war machines? What could possibly go wrong?

WarLocke
Jun 6, 2004

You are being watched. :allears:

Cythereal posted:

What could possibly go wrong?

Famous last words (of a clanner)

PTN, what's the rule on discussing alternate history stuff? For example, In reading the ComStar blurb you have up there I had chills when considering whether Myndo Waterly might end up pulling a Phelan - that sort of discussion okay or do you want us to keep it down?

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.

Mukaikubo
Mar 14, 2006

"You treat her like a lady... and she'll always bring you home."
Oh man, VERY eager to be a Mechwarrior, even if my BEING GONE FOR A SINGLE HOUR resulted in me being down tenth on the list and sitting on the bench for the first few battles.

Of course, considering the attrition rate I suspect we'll get, that might not be a bad thing. :lol:

Let's see. My priorities, in order:

A. I want our unit to not be boring.
B. I want our unit to not suck massive rear end.
C. I want to be able to shoot assholes.
D. I want to be able to, eventually, fight lots of Clanners.

Put it all together and the choice is clear. Kell Hounds and let's kick Kuritan rear end, kick Liao rear end, and then go into Kuritan space and kick Clanner rear end. Those are, like, the three most fun factions to shoot up.


Edit: Also, PTN, I am volunteering in advance to pull recon duties because that will be fun as hell and I love light/light medium mechs. Maybe a nice Assassin... :D

Mukaikubo fucked around with this message at 20:47 on Jan 21, 2011

Squiggly Beast
Apr 29, 2009

orksorksOrksORKS!
:orks: :orks101:
Gravy Boat 2k
I'm only vaguely familiar with Battletech/Mechwarrior stuff, but this looks fascinating.

I'll throw in a vote for the Northwind Highlanders! :scotland:

WarLocke
Jun 6, 2004

You are being watched. :allears:

Mukaikubo posted:

Put it all together and the choice is clear. Kell Hounds and let's kick Kuritan rear end, kick Liao rear end, and then go into Kuritan space and kick Clanner rear end. Those are, like, the three most fun factions to shoot up.

:neckbeard::hf::neckbeard: Kell buddies!

Although it's more like "Kick Kurita rear end, have a snack, get jumped by filthy Liaos, yawn while pounding their faces in, take a nap, fight some Clanners" :rock:

Mukaikubo
Mar 14, 2006

"You treat her like a lady... and she'll always bring you home."

WarLocke posted:

:neckbeard::hf::neckbeard: Kell buddies!

Although it's more like "Kick Kurita rear end, have a snack, get jumped by filthy Liaos, yawn while pounding their faces in, take a nap, fight some Clanners" :rock:

:hehe::respek::black101:

Kell Hounds would really be the pro choice. Not only "all that stuff I listed", but on top of that we'd be mercenaries albeit on long term contract to the Davions. Meaning we will have a lot more freedom with in game decisions than an outright House unit. Think about it, guys! If politics gets really wild we can always hire out a company to hotspots for 'live fire training' and maybe completely screw up entire sectors of space! So join us. Vote Kell Hounds. Because it'll be FUN.

Kenlon
Jun 27, 2003

Digitus Impudicus
CapCon!

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?

PoptartsNinja posted:

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.

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.

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.

jerry seinfel
Jun 25, 2007


Northwind Highlanders since I can't imagine their contract expiring being to much of anyone's benefit.

Tuxedo Ted
Apr 24, 2007

Let's party hearty with the 17th Recon.

I vote for e) 17th Recon Regiment (FWL)

Angry_Ed
Mar 30, 2010




Grimey Drawer
Wow this caught fire pretty quick. I'd like to put myself down for a Mechwarrior slot (though I admit my knowledge of the rules is a bit rusty) and also throwing in a vote for the Kell Hounds

WarLocke
Jun 6, 2004

You are being watched. :allears:

Mukaikubo posted:

:hehe::respek::black101:

Kell Hounds would really be the pro choice. Not only "all that stuff I listed", but on top of that we'd be mercenaries albeit on long term contract to the Davions. Meaning we will have a lot more freedom with in game decisions than an outright House unit. Think about it, guys! If politics gets really wild we can always hire out a company to hotspots for 'live fire training' and maybe completely screw up entire sectors of space! So join us. Vote Kell Hounds. Because it'll be FUN.

[img-wouldyouliketoknowmore.jpg]

Being a merc group really does give PTN a lot more options as far as the narrative goes. Especially with an established one like the Hounds. Plus they're right in the drat middle of the Sphere, that means he can bring virtually anything in except the Clans (until later I guess). It really is the best of all worlds.

Also because the Hounds are awesome and House Davion is the best. :colbert:

Mukaikubo posted:

Edit: Also, PTN, I am volunteering in advance to pull recon duties because that will be fun as hell and I love light/light medium mechs. Maybe a nice Assassin... :D

Hell, I'll do the same for fire support. Nothing like sitting in the warm cockpit of an Archer while the recon dudes spot for you... :c00l:

WarLocke fucked around with this message at 20:49 on Jan 21, 2011

Axe-man
Apr 16, 2005

The product of hundreds of hours of scientific investigation and research.

The perfect meatball.
Clapping Larry

Mukaikubo posted:

:hehe::respek::black101:

Kell Hounds would really be the pro choice. Not only "all that stuff I listed", but on top of that we'd be mercenaries albeit on long term contract to the Davions. Meaning we will have a lot more freedom with in game decisions than an outright House unit. Think about it, guys! If politics gets really wild we can always hire out a company to hotspots for 'live fire training' and maybe completely screw up entire sectors of space! So join us. Vote Kell Hounds. Because it'll be FUN.

:cool::hf::cool::hf::cool:

Aw Hell Ya. Kell Hound groupies Unite!

Thats exactly what I thought of when I saw where they positioned the Kells, doing black missions against most of the other houses and after we either push our way up or the clans push their way down, we get to take on the Clan Stars with our elites.

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

Spencerb
Apr 16, 2005
Another vote for the Kell Hounds .

I haven't played Battletech in years but I'd be interested in being a Mechwarrior.

Agent Interrobang
Mar 27, 2010

sugar & spice & psychoactive mushrooms
I'll throw in a vote for the Kell Hounds, and more than that, I'm volunteering as a Mechwarrior! I'll have you know I bought a Platinum account JUST FOR THIS THREAD, so be proud of yourself.

Also oh god I have never used Megamek before and it's been six years since I played the tabletop. I'll do my best, though!

Kenlon
Jun 27, 2003

Digitus Impudicus

PoptartsNinja posted:

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

The Spider is amazing - 8/12/8 with solid armor (for a light). There's not another 'mech that can even come close to catching it as long as the Spider jockey is not a complete retard. How can you call that a bad machine, seriously? Especially when you consider there are terrible machines like the Commando out there.

Kenlon fucked around with this message at 20:54 on Jan 21, 2011

WarLocke
Jun 6, 2004

You are being watched. :allears:
^^^: I think he meant in a generally fluff/flavor fashion - any 'mech without an ejection system is objectively poo poo if you, you know, want to NOT DIE.

PoptartsNinja posted:

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

Now that you mention it, do the Stinger/Wasp/Locust have ejection systems? I seem to remember the fluff for one of the first two mentioning that the 'mech is so small the pilot/cockpit isn't even fully inside the head - the pilot's legs actually extend into the neck/upper torso, and I'm not sure how an ejection system would work like that.

Edit: Man, unless we get an infusion of some FWL or Combine groupies in here it looks like the faction choice is locked up. :v:

(FWL groupies are officially suckers, just FYI)

WarLocke fucked around with this message at 20:55 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.

Kenlon
Jun 27, 2003

Digitus Impudicus

WarLocke posted:

^^^: I think he meant in a generally fluff/flavor fashion - any 'mech without an ejection system is objectively poo poo if you, you know, want to NOT DIE.

You're the fastest thing on the battlefield, with an unparalleled ability to control the parameters of any engagement, and you're armed exclusively with energy weapons, letting you take very low percentage shots without worrying about ammo. Plus, there's very little on the Spider that can kill a pilot (other than a head hit) - fusion engines don't explode when damaged (Stackpole rule is optional for a reason, dammit!) and the lack of ammo means you're not going to need to punch out to avoid an ammo explosion.

Kenlon fucked around with this message at 20:58 on Jan 21, 2011

Axe-man
Apr 16, 2005

The product of hundreds of hours of scientific investigation and research.

The perfect meatball.
Clapping Larry

PoptartsNinja posted:

It's amazing at everything except keeping a good pilot alive if he fucks up. Sorta like the Japanese Zero.

Thats exactly how I always played it, you have to be fast and loose and have big brass ones to play a spider well, if you aren't moving your full movement in that thing, you aren't playing it right in my option.

I only had a handful of mechs actually go fusion in my experience, most of the time they either shutdown, or the pilot is killed when they fall on their head.

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WarLocke
Jun 6, 2004

You are being watched. :allears:
Oh snap I just realized that in 3032 Anastasius Focht would be 60. What's he kicking around doing PTN?

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