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Author Topic: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign (Dec. 30, 3053)  (Read 82028 times)

Fishbreath

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Table of Contents
Dates given are the start date of the entry. The date in the thread title is the current date.

Introduction

Welcome to what I hope will be the start of a long-running Let's Play: a mercenary campaign, more or less following the Against the Bot campaign rules, using MekHQ and MegaMek to handle the bookkeeping.

That's a lot to unpack. We'll start with MegaMek. This is MegaMek:



MegaMek is an open-source implementation of the BattleTech rules, which greatly simplifies playing out battles. It covers just about everything in the BattleTech rulebooks, but it's also a little on the dense and questionably-documented side, as open source projects are wont to be. (See also: my very own OpenTafl.)

Next up, MekHQ. This is MekHQ:



MegaMek runs battles; MekHQ runs campaigns. It implements some of the many, many variations in BattleTech's rules for maintenance costs, mercenary contract generation, and so on and so forth.

Finally, Against the Bot. No screenshot here. Against the Bot is simply a set of rules on top of those implemented in MekHQ, concerning the generation of a mercenary company and some of the mechanics of running one left untouched by BattleTech's rulebooks.

I have a few house rules I plan to layer on top. First, a set of rules I cooked up for pre-existing enemy damage. Especially in the Third Succession War era, it's hard to come by spares and time for maintenance, but the Against the Bot rules have no provision for setting up the enemy forces to be as battered as yours. The pre-existing damage rules present a mechanism for wearing down the enemy force over the length of a campaign, an important part of warfare.

Second, I have a litany of little tweaks to the Against the Bot rules.

  • I'll be using the contract payments and maintenance costs from the Campaign Operations rulebook. I won't be using maintenance rolls or the unofficial percentage-based maintenance costs in MekHQ; Campaign Ops costs neatly fix a lot of the issues with the old type-based maintenance costs.
  • I plan to turn the contract search radius down to about 200 light-years to start. This keeps transport costs limited. That's important: the default contract radius of 800 light-years covers pretty much the entire Inner Sphere. Contracts 20 or 30 jumps and a year or two away require very favorable transport terms to have any chance of being profitable. Contracts five or ten jumps away can still be feasible to take even with poor transport terms if the other terms are sufficiently favorable.
  • Retirement rolls will be ignored for the first five years. After that, retirement rolls will always have a -2 Target Number modifier.
    • In any given year, every full month of downtime on the mercenary's home world will add a -1 modifier to the retirement roll Target Number.
  • Mechs associated with the founding members of the company are company property. If/when founding members retire or die, they don't get to take mechs with them. Pilots hired later on who bring their own mechs must get the same mech or a comparable one on retirement. Further, they may not be reassigned from their personal mech to a worse one.
  • I reserve the right to ignore Big Battles and Special Events; the Against the Bot generator in MekHQ seems not to get them right on some occasions. If they're reasonable, I'll play them.
  • Reinforcements.
    • Any or all lances can be deployed on missions where I'm the attacker.
    • Any lance with Defend duty can be deployed on missions where I'm the defender.
    • Any lance with Training duty can be deployed on missions where I'm the defender on 4+ on a D6.
  • If I have a DropShip, I can add mech bays to it at the cost of cargo space. Adding a mech bay costs 120 tons of cargo space and 7.5 million C-bills.
Process and Participation

I, as the company commander, will play roughly a month of game time per week of real time (my time permitting). I'll be using a customized build of MekHQ which contains some brand-new features; you can download the source from this branch on Github.

You, as the readers (either at my website or at the Bay12 forums) have a few participation options. You can pick a mechwarrior, aerospace pilot, or vehicle crewman to follow, and give me guidance on how that person ought to develop his or her skills (and possibly input on mech refitting, if that happens). Whether or not you do that, you can also vote on the contract to take.

Company Generation

Now we come to the fun part. Given that my blog is the primary venue for this Let's Play, I've decided we will be known as the [cur]Opinionated Bastards[/cur]. We still have a few things to figure out, though. First off, time period.

  • 3025: at the tail end of the Third Succession War, there is very little advanced technology to be found. Mechs are more likely to be held together with spitballs and baling wire, just barely kept running by industrious techs. Classic BattleTech.
  • 3050: the Clan invasion is in full swing. Advanced technology is back on the menu! We may also have to fight the Clans. Classic BattleTech for me—I cut my teeth on MechWarrior 2, back in the day. If you vote for this item, specify whether you want to start on the same side of the Inner Sphere as the Clans, or elsewhere.
  • 3075: the Word of Blake Jihad is the crisis of the day. Modern-ish BattleTech.
Furthermore, we have to pick a flavor of company.

  • Adventurous Merchant: company commander and officers will have worse piloting and gunnery skills, but better mechs. Start with an extra 5 million C-bills. Chance to start with a DropShip. Start with one Logistics administrator only.
  • Mercenary Veteran: company commander and officers will have better piloting skills, but receive no bonus to mech generation rolls. Start with an HR administrator plus administrator of choice. Receive a 10% signing bonus on contracts owing to reputation. Also owing to reputation, it is no longer forbidden to assign mech pilots who bring their own hardware to worse mechs. (They still get to take them back when they leave.)
  • No Special Background: -2 Target Number on all retirement rolls. Start with two administrators, my choice.
Action Items

  • Your votes needed! Give me some preferences for time period and mercenary company type.

GentlemanRaptor

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Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign
« Reply #1 on: September 23, 2017, 11:37:22 am »

I love MegaMek, and ATB especially, so this is pretty neat. My vote goes for 3050, nice and cozy near Clanner spearheads, with the merc vet background.
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Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign
« Reply #2 on: September 23, 2017, 02:23:32 pm »

Ahhh, MekHQ. One day I'll finish that 2400-3100 game, but probably not soon.

I'll vote for the 3050 start also, but I think I'd rather the Adventure Merchant background. It takes a lot less time to get decent Mechwarriors then high-quality meks at the start.

I think we should go up into the Draconis Combine and get some contracts against Clan Smoke Jaguar. Other dirty clanners are acceptable fodder, but obliterated Smoke Jaguar meks would be ideal.
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Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign
« Reply #3 on: September 23, 2017, 02:29:05 pm »

3050, Merc Vet background. I had fun with my run, I mostly ran into issues with not having planned enough structure to provide a decent background. The only mission type I hated were chases as defender. Especially when its my assault lance being 'chased'... oh, and the one where you have to protect civilians, mostly because they're suicidal idiots.

One bit of advice: when facing Clanners, trim their numbers to matching BV values to represent the bidding process. Since the bot can't handle Clanner tactics, their hardware and training edge means that also coming with higher numbers will slaughter the unit. Equal BV makes it fairly reasonable matchups.
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Fishbreath

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Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign
« Reply #4 on: September 24, 2017, 08:46:23 am »

One bit of advice: when facing Clanners, trim their numbers to matching BV values to represent the bidding process. Since the bot can't handle Clanner tactics, their hardware and training edge means that also coming with higher numbers will slaughter the unit. Equal BV makes it fairly reasonable matchups.

Thanks, that's a good tip, and (kind of) reduces my reticence to take on the Clans.

It looks like there's a strong consensus on 3050 in the region of the Clans, so barring any major changes in the voting, that seems like the place to be. I'll let votes come in until Wednesday or Thursday, then get an initial update ready for Saturday, with unit information and contract options.

Fishbreath

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Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign
« Reply #5 on: September 27, 2017, 06:20:57 am »

I'll be rolling up the company tonight. Votes after that time aren't strictly forbidden, but probably won't mean much.

Fishbreath

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Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign
« Reply #6 on: September 30, 2017, 08:18:13 am »

I rolled up the Opinionated Bastards a few nights ago. Let's dig in.

BattleTech Notes

For most things, BattleTech rolls 2d6 against a target number. Bonuses and penalties change the target number. Bonuses are therefore negative numbers, whereas penalties are positive numbers. Combat skills in the pilot dossiers will be listed as N+, which means that the roll is made against a target number of N before modifiers.

The Company

Per the vote, we're a company of mercenary veterans operating in the Draconis Combine, not far from the Clan spearhead. Our home world is Piedmont, which has an interesting and slightly terrifying history.

The Mechwarriors

They're pretty fantastic. The dice were kind, and we have a fine set of pilots to kick things off with.

Captain Huri Halit



Huri Halit is the commander of the Opinionated Bastards, hailing from the Draconis Combine. He is the most talented mech pilot I've seen in my days playing BattleTech via MekHQ. In the 'abilities' section, he has Hopping Jack (+2 instead of +3 penalty for shooting after using jumpjets) and Pain Resistance (-1 bonus to all remain-conscious rolls, never takes more than 1 damage from ammunition explosions).

Lieutenant SG Mariamu Ishikawa



She's not half bad, either. Hailing from the Lyran Commonwealth, she has excellent piloting and gunnery skills. Her Dodge ability allows her to use the Dodge action against physical attacks, which adds a +2 penalty to physical attack rolls against her mech. Maneuvering Ace allows her to sidestep.

Lieutenant SG George Atkinson



Lieutenant Atkinson has similar piloting skills to Lieutenant Ishikawa. Amusingly, he's also a fairly competent aerospace tech, which may come in handy. He's from the Capellan Confederation.

His abilities push him from superb to whatever's beyond superb. Melee Specialist means his melee attacks have a -1 to-hit bonus and do 1 extra point of damage. Gunnery/Ballistic adds a -1 bonus to hit with all ballistic weapons. I think Sensor Geek only comes into play when playing with fog of war on, which we aren't.

Lieutenant JG Sung-min Dare



A workmanlike pilot and gunner, he's most interesting for his background: he is one of two of the Opinionated Bastards who comes from ComStar. As such, he brings a high-tech mech to the unit, a Rifleman RFL-3N. That also means that he can't be reassigned, and if he dies or retires, the mech goes with him.

Private Tedris Jamil



Another workmanlike pilot and gunner. A mercenary with no known home state, he brought a custom mech with him, a Vulcan VL-2T with the flamer replaced by a second medium laser. Same deal as Lieutenant Dare: if he dies or retires, the mech goes too.

Private E-Shei Ec



The oddly-named E-Shei Ec is another former resident of the Draconis Combine.

Private Jose Ortega



Jose Ortega comes from the Periphery, specifically the Rim Collection, a small, independent coalition of worlds to the galactic west of the Inner Sphere.

Private Damayanti Ngo



Private Ngo is another Capellan and another average mech pilot.

Private Ik-jun Frajtov



Private Frajtov is the first of our truly green pilots; piloting and gunnery skills 6+/6+ and above mark a novice. He's another resident of the Draconis Combine.

Private Ferdinand Kohler



Private Kohler is another rookie and another Periphery man, although he hails from the Lothian League, a long-lived periphery state adjacent to the Marian Hegemony.

Private Jan Kojic



A rookie and a Capellan.

Private Cathrine Payne



Another ComStar veteran, Private Payne is a little less hopeless than our other rookies based on her history with that august organization. She brought along a Locust LCT-1M, with the same caveat as our other ComStar pilot.

The Mechs

The dice were still my friend here. Confession time: I forgot to change the faction for each pilot's background. I only remembered when I got to the ComStar pilots. So, I made nine rolls on the Draconis Combine random unit table and two on the ComStar table. (One of the Against the Bot mech generation rolls failed altogether, so we have 11 mechs and 12 pilots.)

Thunderbolt TDR-5S



An energy-heavy heavy mech. The missiles are a bonus, and the large laser is always nice to reach out and touch the enemy. It may have issues closing with foes—it isn't all that fast, and it doesn't have much long-ranged weaponry beyond the LRM and large laser. If it can bring all its armaments to bear, it'll melt things pretty quick.

Lancelot LNC25-02 (x2)



That's right, we have two of them. The Lancelot is even more energy-focused than the Thunderbolt. The PPC is a wonderful long-range weapon which is no less heat efficient than a large laser. The large lasers provide a workable punch at close range where the PPC's damage falls off.

Flashman FLS-7K



The Flashman is our heaviest heavy mech by tonnage. Again, it has an overwhelming focus on energy weapons. Unlike the other mechs, it has the heat dissipation capacity to fire almost all of them almost every round.

Rifleman RFL-3N



A heavy mech with a balanced loadout. The twin AC/5s provide a heat-efficient punch, at the cost of ammo explosion risk. Owing to its limited number of heat sinks, the lasers are nice to have but not really main weapon material.

Vulcan VL-2T Custom



A medium mech mounting a machine gun and AC/2, as well as a pair of medium lasers. (One medium laser used to be a flamer; that's the custom part.) Has jump jets and decent mobility, but also lacks in survivability.

Phoenix Hawk PXH-1



A medium mech with excellent armor, armament, and (for its armor and armament), mobility. One of my favorite middleweight mechs for its combination of desirable characteristics.

Trebuchet TBT-5S



The close combat variant of the middleweight Trebuchet chassis. Fairly slow, but decently protected and possessed of a powerful alpha strike, thanks to the pair of SRM-6s, and superb heat characteristics.

Trebuchet TBT-5N



The long-range variant of the Trebuchet chassis. Just as slow, with similar protection. In place of the twin SRM-6 packs, it mounts twin LRM-15s for a powerful long-range punch. It has fewer heat sinks, but that isn't an issue in practice—the medium lasers are useful at close range, and the LRMs aren't.

Crab CRB-20



A medium mech with tremendous firepower, but limited speed and average protection. Two large lasers punch well above its weight class.

Locust LCT-1M



Our only light mech, the LCT-1M is another LRM spitter, mounting a pair of LRM-5s.

This is not a good thing.

The Vulcan up above, with its poor armor, has 10 points on the center torso and 6 points on the rear center torso, for a total of 16. The LCT-1M has 16 points of armor total, protecting... 120 LRM-5 missiles.

A good sneeze would blow it sky-high. Heck, a bad sneeze would blow it sky-high. I don't want to cheese off ComStar, necessarily, but this magical Exploding Locust is probably a good candidate for a refit, as painful as that is in tech time, cost, and so on.

Mech Assignments

House Steiner would be proud of us. We have five heavy mechs, five medium mechs, and one light mech.

Owing to my past experiences, I've arranged the Opinionated Bastards into two lances of five and six mechs. This Clan-like arrangement yields a stronger force at the point of contact, and ought to translate into reduced losses in the long run. Given that we pay for things we lose, this is good. The TO&E below has the details. I'm willing to rearrange the lances to divide the heavy mechs between the two, if the voting goes that way.



Finances

Given the pretty enormous value of the Opinionated Bastards' assets, we started with a decent pile of cash, enough to cover operations for a year or two (after I buy parts).



Supplies

We have none of them. Owing to our lack of standing in the mercenary world, we can buy neither parts nor ammo at present. Certain contracts—objective defense, garrison duty, and so on—will open employer markets to us, so we can build our supplies for harder contracts.

On the plus side, we're using very little cargo space right now.

Contracts

We have five contracts available this month.

  • Pirate Hunting: the Federated Commonwealth offers us 10 million C-bills for four months of pirate hunting on Gacrux, 55 days and seven jumps away, with an estimated profit of about 1.8 million C-bills. They'll cover half our transit costs and offer us 30% salvage rights, but no battle loss compensation. Being pirates, the enemy will likely be pre-battered, making combat easier. Given that we'll be on a nominally friendly world, we can rely on FedCom to provide us access to their ammunition and parts markets.
  • Two Unprofitable FedCom Recon Raids: not in consideration, for obvious reasons.
  • Objective Raid: the Draconis Combine offers us 10.5 million C-bills for a four-month raid on FedCom's Bharat, 56 days and five jumps away, with an estimated profit of about 2.7 million C-bills. No battle loss compensation, fighting enemies of reasonable skill, will eat into that profit. Parts access will be tricky.
  • Guerilla Warfare: the Capellan Confederation offers a whopping 18.6 million C-bills for a six-month guerilla war against well-equipped FedCom forces on Bora, with an estimated profit of 6.7 million C-bills. I might ordinarily be tempted, but there are two problems: first, we have no spare parts, and on a guerilla mission, we would be able to buy no spare parts. Second, we'd be facing front-line units without any access to repair facilities whatsoever. I doubt we would survive to see the money.
Action Items/Voting

I'll handle any items not voted upon.

  • We need to take a contract. I strongly recommend the Pirate Hunting contract. We're also short a tech or two. We need some time on a softball contract to build up a stock of spare parts and ammunition to last us through a tougher contract.
  • Should I rearrange the lances to be two formations of roughly even weight?
  • Should I refit the Explosive Locust? I need to check the rules to see if that's plausible while the contract is ongoing. It might have to wait until we return to Piedmont after it's over.
  • Any changes to mech assignments? The two ComStar pilots, Dare and Payne, can't be reassigned. Neither can Jamil, who drives the custom Vulcan VL-2T.
  • You can claim a mechwarrior and give him or her a nickname. I'll try to follow claimed mechwarriors more closely in future updates. Available mechwarriors:
    • Captain Halit
    • Lt. SG Ishikawa
    • Lt. SG Atkinson
    • Lt. JG Dare
    • Pvt. Jamil
    • Pvt. Ec
    • Pvt. Ortega
    • Pvt. Ngo
    • Pvt. Frajtov
    • Pvt. Kohler
    • Pvt. Kojic
    • Pvt. Payne

A Thing

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Re: The Opinionated Bastards: a BattleTech/MekHQ Mercenary Campaign
« Reply #7 on: September 30, 2017, 03:10:15 pm »

Action Items/Voting

I'll handle any items not voted upon.

  • We need to take a contract. I [cur]strongly[/cur] recommend the Pirate Hunting contract. We're also short a tech or two. We need some time on a softball contract to build up a stock of spare parts and ammunition to last us through a tougher contract.
  • Should I rearrange the lances to be two formations of roughly even weight?
  • Should I refit the Explosive Locust? I need to check the rules to see if that's plausible while the contract is ongoing. It might have to wait until we return to Piedmont after it's over.
  • Any changes to mech assignments? The two ComStar pilots, Dare and Payne, can't be reassigned. Neither can Jamil, who drives the custom Vulcan VL-2T.
  • You can claim a mechwarrior and give him or her a nickname. I'll try to follow claimed mechwarriors more closely in future updates. Available mechwarriors:
    • Captain Halit
    • Lt. SG Ishikawa
    • Lt. SG Atkinson
    • Lt. JG Dare
    • Pvt. Jamil
    • Pvt. Ec
    • Pvt. Ortega
    • Pvt. Ngo
    • Pvt. Frajtov
    • Pvt. Kohler
    • Pvt. Kojic
    • Pvt. Payne

Pirate hunting sounds fine.

Don't really have an opinion on the lances.

Locust definitely needs to be refit, though I don't think it should be high priority.

Mek assignments seem fine.

I'll take Kohler and give him the callsign "Woad" because Lothian is an area of Scotland, and we all know space Scots are highly effective.
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Honestly, I wouldn't deploy that Locust until it has a refit. The 1M is a death trap.
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Okay, on Wednesday I plan to play:

1. Transit to our contract destination, which should take about two months for any
2. The first month of the contract, including...
3. Any battles which crop up.

Mech pilots may be claimed at any time, but voting on the other action items will close on Wednesday at noon.

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That plan has my vote.
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I'll take Lt. Atkinson and make his callsign 'Linebuster', on account of his melee prowess. In terms of Action Items,

1. I agree with the Pirate contract decision. The 30% salvage rights offers a solid path to build up spare parts beyond what you find on the market.
2. IIRC the ATB rules generate OpFor based on the BV of the deployed unit that it has determined is required to participate in the battle. Larger base formations mean you'll end up with slightly tougher fights and possibly better salvage, while risking more of the unit at once. I say go for it, but make sure you order up enough spare parts for the unit before you start advancing time.
3. TBH it shouldn't be too expensive to refit that locust, but if it starts eating up your tech hours, consider doing it after this contract.
4. Fine with mech assignments.
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Fishbreath

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The Opinionated Bastards sign on the dotted line, and will be employed by the Federated Commonwealth hunting pirates until July 7, 3050 (or earlier, if we're very successful).

En Route

To save on transit costs, I had the techs mothball the light lance. With only five mechs in mech bays, we fit into a smaller combat dropship; the mechs in mothballs go in a small cargo dropship. Mothballing takes two days, but a tech can unmothball a mech in a single working day, so we should be deployed as soon as we hit the ground on Gacrux.

Along the way, our human resources division makes a few paid recruitment rolls, spending 100,000 C-bills per week to load up on mech techs and administrators in the other categories. The Opinionated Bastards now have a fully-stocked tech division, as well as administrators and doctors fit for a unit of our size. In all, the Opinionated Bastards total 121 personnel, including the 72 local astechs and 12 local medics supporting our tech teams and medical staff.


Rick Papatamelis is one of our new administrators. Hi, Rick!

(Note that since this is my first campaign following the Campaign Operations payment and maintenance rules, I'm using Campaign Operations rules for administration and tech support too; I had to triple the administrator allowance to get a reasonable starting position.)

Finally, I ordered some parts for delivery at Gacrux: ammunition, armor, and heat sinks, all of which are consumables after a fashion. (Heat sinks don't get used up, of course, but they're the most common part in our force and therefore the most likely to take critical hits.) I also bought some hand and foot actuators before I realized that's probably a good thing to vote on, so check the action items for more.


The seven-jump path from Piedmont to Gacrux. The top of the map, in blue, is the Free Rasalhague Republic. The four colors just above it are the start of the Clan invasion. Terra is the white dot just below Yorii.

Monthly Happenings

Gacrux, our destination, is a fascinating place. We arrive on March 7, 3050. I deploy the heavy lance to seek out action right away to fulfill the terms of the contract, and set about unpacking the light lance. The latter, hosting all of our rookies, goes on training duty, in the hopes of bringing some of them up to a slightly higher standard of performance.

Nothing much goes on in March. The pirates won't come out to play, which is quite a shame.

We do pick up a local; an astech by the name of Kian-zhi Ewerlof signs on permanently. He'll apprentice under one of our proper techs for a while, and perhaps someday he'll grow into a proper tech himself.

Status

It is now April 7, 3050.

Personnel

As mentioned above, we're fully manned as far as administrators, techs, and support personnel go. Since we have administrators with an HR specialty, we can make paid recruitment rolls to find candidates for specific positions at a cost of 100,000 C-bills per weekly recruitment cycle.

Mission Progress



The heavy lance is searching out the enemy. The light lance (such as it is) is training. Enemy morale is now Low. If it reaches Rout, we win, and we can collect the remaining payment and hit the road.

The Locust LCT-1M is refitting to a variant which mounts three medium lasers, a solid punch for such a lightweight mech.

Finances



After transit to Gacrux and the first month's payout, we have 2.378 million C-bills. Our net income before share payment is 1.106 million C-bills. After shares, the company nets 884,800 C-bills per month. The May, June, and July payouts remain, for a total of 2.654 million C-bills remaining to be paid. At the end of the contract, discounting salvage sales and battle damage repairs, we should have 5.032 million C-bills. Transit back to Piedmont should cost about 1.7 million C-bills. We should therefore have about 3.332 million C-bills after all is said and done for this contract.

Supplies



Armor, ammo, heat sinks, and cheapo actuators make up the majority of our supplies right now. (Note that LRM ammo and SRM ammo are interchangeable. 240 shots of LRM 5 ammo is 720 missiles, or 60 shots of LRM 20 ammo.)

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

EuchreJack

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Glad to see someone getting back into this, I've been thinking about Against The Bot campaigns lately.

I'll take Private Jan Kojic, nickname Euchre, he he.  Let me know what I'm driving currently.

Since we have one less mek than pilot, we should be looking towards buying a (cheap) mek.  After the contract, since we might get lucky and snag one as salvage.

How did you get this started?  Has there been any updates since 2015?  The hardest part of Against the Bot is getting the thing.
EDIT: Nevermind, turns out that the latest versions of MekHQ apparently has everything.

https://img.4plebs.org/boards/tg/image/1487/79/1487794688435.pdf seems like useful link

a1s

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Transit back to Piedmont should cost about 1.7 million C-bills.
Why not look for more contracts in this part of space?
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.
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