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Messages - Hasek10

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1
IIRC missile weapons are also inoperable in tornado conditions, so plan accordingly.

2
Good to see you back at it Fishbreath!

I'm always in favor of refit kits whenever possible, simply because the maintenance on custom units tends to be a PitA. I'd say Pick your favorite TBolt variant and do the work on it.

Quick question for FB and others!

In terms of refit/repairs, whats your criteria for selecting the repair site? I usually switch everything to Transport Bay when I'm in the dropship, In the Field when I'm on a raid, Field Workshop for non-raid "offensive" contracts, and maintenance facility on Garrison contracts. I'm considering adding in house rules for mobile field bases and repair trucks/other support units, but I'm not sure exactly what I'd do.

3
I'd vote for holding our XP at this point on Rook. He could also ostensibly use it to boost his commander traits like Strategy/Leadership, if we think that would be useful.

In terms of replacing our combat losses, lets wait until atleast next month if not a little longer. It's nice to have a C-Bill cushion and I don't think there's anything available that could effectively replace the TBolt. Lets keep our understrength lance in reserve as reinforcements, and hopefully we can find some more salvage to get us back in gear.

4
Whew, good fights there! Glad the Cadre Lance had a chance to get on the field and take some shots. This next battle should be pretty doable. That first Hetzer looks pretty dangerous though.

 Lets keep up the full deployments for this month and then we can reassess how things are going after the smoke has cleared. Hopefully we'll be able to put some of our battlefield salvage in to service by then and we can start phasing out some of the more fragile level 1 chassis we're rolling with.

5
Quote from: Fishbreath
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?

I really like the idea of deploying the Cadre lance as reinforcements for the Recon Raid. Battle is definitely a much better XP earner than training. Anything to get Linebuster on the field of course :D

That said, the map looks to be a great layout for systematically hunting down the Capellan forces. Heavy Urban+City Dense means you can play hide and seek with the enemy force while waiting for the Cadre lance to arrive if you want.

I'm also a fan of the Guillotine, if simply because of its efficient weapon loadout and resilience to ammo explosions. Its a little above-cost, but I can definitely see it being a huge force multiplier if we give it to a pilot with Energy Weapon specialization. Lets do it.

6
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.


The stock Mauler isn't worth too much in the field. After this contract or the next though, I imagine any decent chassis' we find are candidates for level 2 variant refits.

edit: Its a good way to keep the unit at company size while still improving everyone's rides.

7
AC/5s do tend to underperform in a lot of situations. That said, there's a couple reasonable ballistic mechs that I could find my way in to if things go well for us. The Annihilator, King Crab, Mauler are all solid assault candidates with scary ballistic loadouts. Even heavies like the Orion (The ON1-8K with the LBX) or various Jagermech chassis' have enough ballistic weaponry that I would find myself effectively utilized.

Currently, I don't think MekHQ and ATB handles Clan opponents very well. The Princess bot doesn't have any mechanism to enforce Zellbrigen, and My latest ATB campaign involved my Veteran Assault lance up against a Binary + change of extremely dangerous clan mechs. We'd have to figure out a way to bid their force composition down to something reasonable or we'd all be dead pretty fast.

8
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.

Lets drum up more support for Surcin! Very similar experience on my end also. Even low tech battlemechs are worth refit and repair, and if we luck out, it might be an effective avenue for getting our dispossessed pilots in to a ride of their own.

The only tedious part here would be on Fishbreath's end, purchasing all the extra gear through the parts interface is a bit time-consuming.

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 :P

Based on the actual Mechwarrior games and other canon sources, I always presumed your employer's aerospace assets generally worked to disable orbital satellite networks as a standard preliminary step for any extended ground-based campaign. See the Mechcommander and Mechwarrior 3 intro/cutscenes for examples.

9
I'm going to go with Kanil here and suggest we take the Guerrilla Warfare contract on Surcin. 70% salvage rights would almost certainly make up the difference in base pay between the two. In BOTH cases, we're heavily restricted in terms of parts ordering and need to rely on our existing part stockpiles to repair and rearm. 30% salvage on Propis makes it noticeably harder to reel in replacement parts.

While the advance payment in both cases gives us enough money to increase our spare part stockpile (And we'll definitely want LOTs of extra parts), It would be nice to have the option of taking some of the more valuable enemy chassis' back with us after the contract is done.

Either way, we need to make sure we're loaded to the gills in terms of spare parts for this next contract or else run the risk of getting ground down without resupply.

10
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 definitely understand not wanting to get the locust shot down in it's first deployment. After re-reading Fishbreath's house rules for reinforcements, we could probably pair the Locust with the Vulcan in an understrength lance and bring them in when their maneuverability would be useful.

edit: It's also thematically appropriate, with our two comstar pilots on duty assignment together. Well I guess both the mechs are custom jobs. That's got to count for something?

11
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.

Thanks for the reminder Fish. So the way that MekHQ generates OpFor is based on your lance's weight as well as your opponents experience and technology rating as defined in the contract. (ie: A Green unit with technology rating 'A' is generally more dangerous than a Regular unit with technology rating 'D'). Your lance classifications break down as below:

 0-130 tons     - Light Lance
 131-200 tons - Medium Lance
 201-280 tons - Heavy Lance
 281-380+ tons - Assault Lance

To maximize our effectiveness, we generally want to organize our forces towards the upper end of each of these categories.  If a 200 ton medium lance would face the same enemy as a 135 ton medium lance, I know what I would choose.

Current Organization

Flashman
TBolt
Lancelot
Lancelot

weight: 260 (Heavy)

PHawk
Treb
Crab
Treb
Vulcan
Locust
weight: 260 (Heavy)

Proposed Organization
Flashman (75)
TBolt (65)
Lancelot (60)
Lancelot (60)
Locust (20)

weight: 280 (Heavy)

PHawk (45)
Treb (50)
Crab (50)
Treb (50)

weight: 195 (Medium)

Storage/Underneath camouflage tarps: Vulcan

Rationale

The proposed organization maximizes our lance tonnage compositions, and leaves us a spare mech to slot in to either of our lances should we experience casualties. The Locust assigned to our Heavy lance  also provides us some flexibility in that we could conceivably deploy it on scouting duty and successfully complete missions like recon raids. We would have the choice to leave early vis a vis the Locust or slug it out if there's a chance we can control the battlefield.

I would recommend we look to outfit another medium or heavy lance should we start to come in to more mechs.

12
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.

Yeah I've noticed that too. Say what you will about the Princess AI bot, but it generally utilizes initiative extremely well.

13

  • 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.
I think we should accept the surrender. I don't think the salvage is worth the risk of losing more to SRM/LRM 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.)

While Base Attacks often give us a decent opportunity for salvage, I would vote to keep ourselves out of the fight this time too. The salvage rights don't feel good enough to risk more of the unit, especially with the over-salvage we're paying for already. Lets take the victory and look for a better contract with some experience under our belt.

I'll think about a lance reorganization solution and maybe post something regarding it (and a little roleplay story? who knows) this weekend.

14
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.


Fishbreath has it right with the different types of salvage. Its interesting to note that percentage based salvage is across the whole campaign and not per mission. It can lead to situations where we might not actually be able to salvage anything if there's no way to split the salvage in a way that keeps us at or below our 30% salvage threshold. On the other hand, we can also forego taking salvage during a mission if it's not particularly valuable in the hopes that future missions will provide more valuable chassis' to recover.

15
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

In terms of deployment, I think we leave the light lance on training duty. A lot of those guys and gals are so green its painful, and it'll be painful for us if they get their hardware beat up before they can use it properly. Consider trying to send them in as reinforcements for particularly dangerous or lucrative (read: turkey shoot) engagements though.

Next, Ongoing Procurement. This is a very interesting topic that I've been dealing with after being inspired by your post to start up my own ATB campaign. In regards to spending or saving money, I would actually do our best to SAVE as much money as you can. In terms of a stockpile, only purchase in advance some of the more common replaceables. JJs, Heat Sinks, Medium Lasers, extra ammo for our most common missile/ballistic weapons, some spare arms and legs, actuators, and enough armor to cover a battle or two worth of damage are probably all we need.

After that, I would actually spend 100,000 or more on trying to drum up a mechanic or two that we can use to salvage the vehicle hulks you'll undoubtedly retrieve from the battlefield. The armor, weapons, and ammunition that you can recover from them are all transferable to your Mechs, and they're generally a great source of spare parts if you're not interested in bringing every one you recover back in to operation. A stripped vehicle is worth a very small amount of c-bills, but you'll be happy that you didn't need to wait for a Large Laser or AC/10 to be delivered.

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