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Play With Your Buddies / Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Apr. 25, 3051)
« on: February 19, 2018, 02:04:37 pm »
IIRC missile weapons are also inoperable in tornado conditions, so plan accordingly.
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Should we deploy a second lance for the upcoming mission? Ker-Ker is still recovering from her wounds, though not in any way that would penalize her piloting or gunnery.
It might be worthwhile to deploy the Cadre Lance. They won't be expected to do much of the heavy lifting, and they're also not down a mech (while the Medium Lance, at present, is). That, and battle is a much more effective teacher than training.
Should we buy a mech? More than one mech?

The Mauler, at least stock, is pretty crap. I mean, 4 long-ranged machine guns? There's far better ways to reach out and touch someone then using an AC/2, much less four of them. Giving someone with ballistic skill an AC/20 is another prospect, especially with how the bot likes to get in close in just about all cases.
My solution to clan opponents is to reduce the clan force count until the battlevalue of both sides is about equal to represent the 'bidding process', and it has lead to tough but fair fights in my opinion.
I don't know, the main source of income from my games is salvaging and selling enemy vehicles in droves, it far outweighs whatever the contract pays.
That said, guerilla campaigns are brutal because of the complete lack of supply. If the consensus is to go for it, I suggest tripling whatever we think we need in way of supply, and make sure to bring plenty of limbs for all the mechs.
Salvage might be 70%, but it's from a poorly equipped enemy. We are unlikely to find anything really worth 1.5 million/month (and we're giving up loss compensation.) My vote goes to Propus.
I think you are highly overestimating the impact of the "poorly equipped enemy" here, and also underestimating the resale value of a mediocre unit. A Wasp really sucks, but it still sells for like 700,000 C-Bills. You only need to scrap two of them to get to your 1.5m mark.
Vedettes are a common and mediocre tank, but still sell for 250k. The 10 SRM launchers on a SRM carrier sell for a pretty penny. Ditto the AC/20 on a Hetzer.
Based off my current games, I would estimate the difference between 30% salvage and 70% salvage being worth at least 15 million C-Bills. That is way larger of a factor than 3m larger contract or 10% battle loss compensation.
orbital satallite networks aren't a thing in battletech, so long as patrols don't sight you, its quite possible to manage it, funny enough
Not for me, actually. That Locust is a death trap waiting to happen, because it simply CANNOT go against the opposition a heavy lance faces. Its nice to hit the weight limit for the weight class you want to be in, but it's better to do so by using designs in that weight class or just above. Sticking a light mech into a heavy lance means that it'll face heavy and assault designs that will chew it to bits.
I plan to play out the update tonight or tomorrow, taking us back to Piedmont and rolling up the next batch of contracts. Here's what I'm hearing as far as action items:
First, there's a strong consensus on taking the money and heading out.
Second, I believe Hasek10 had some reorganization ideas, but I didn't hear anything on that topic otherwise. Reorganization doesn't need to happen immediately, but should be discussed if it's desired.
Either way, speak soon or forever hold your peace, until Saturday when the next entry runs.
The real trouble is that the AI seems to use its initiative pretty intelligently; it's hard to end up on top of vehicles at all times, and being next to but not directly on top of some of BattleTech's vehicles is infinitely worse than having to shoot it out with them at longer ranges.
I've gone ahead and added the various mechwarrior claims since the last update. Remaining are Captain Halit, Private Ngo, and Private Frajtov.
Edit: the pirate base defenders include 18 vehicles, two medium mechs, and 10 civilian vehicles, split between industrial mechs and armed trucks and personnel carriers.
Seconded. Getting salavge is good, but getting paid without having to actually put yourself in harm's way is better (especially seeing as how we don't get loss compensation on this contract.)I think we should accept the surrender. I don't think the salvage is worth the risk of losing more to SRM/LRM carriers.
- As far as this contract goes, we have two options. We can attack the pirate base, or accept the pirates' surrender and head home. In both cases, we'll be paid the remaining balance of the contract. In the former case, we have a chance at more salvage, although there are no heavy mechs among the enemy's known forces. In the latter case, we don't risk losing any further mechs in a costly battle, but we'll have to pay 185,000 C-bills to the employer to cover our over-salvaging.
Salvage rights primer:
Full/none: what it says on the tin.
e.g. 30%: after a battle, we get first crack at what we want to keep, but can only take 30% of the mechs/vehicles available according to C-Bill value. The salvaged units are ours to do with what we want. Some-to-most of them will be suitable for salvage only, too heavily damaged to rebuild.
e.g. 30% (exchange): the employer takes all the materiel, but provides us with 30% of the C-Bill value thereof.
Action Items
- First up, deployment. Should the light lance remain in training, or deploy? Units actively seeking out combat have a much higher chance of finding it. On the other hand, Hasek10 is correct in saying that the game will generate roughly even forces. (Not quite BV-equivalence, but approximately weight-equivalent for sure.) That could make for a tough fight, given the light lance's actual weight and inexperience in piloting.
- Next, ongoing procurement. I want to have about four million C-bills in hand before we leave; that leaves room for transit back, transit to the next world, and some downtime if we roll a bunch of undesirable contracts. Should we save the money, or secure sufficient spares and ammunition for a long, independent operation? In either case, I'll get spares for commonly-used weapons and so on. If we're planning on taking a long, independent contract, I'll also likely want to get more actuators and some spare arms and legs. The latter would set us up for a longer contract out of contact with friendlies. The former might yield a treasury which can absorb the price of a light or medium mech.
- Mechwarriors are still available to claim; all you need to do is say so and give me a callsign. I'll try to follow claimed mechwarriors more closely in future updates. Available mechwarriors:
- Captain Halit
- Lt. SG Ishikawa
- Lt. JG Dare
- Pvt. Jamil
- Pvt. Ec
- Pvt. Ortega
- Pvt. Ngo
- Pvt. Frajtov
- Pvt. Kohler
- Pvt. Kojic
- Pvt. Payne