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20:05, 2nd May 2024 (GMT+0)

OCC - Part 4.

Posted by KittenFor group 0
Cprl. Cade Murphy
player, 157 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Thu 19 Jul 2012
at 13:48
  • msg #10

Re: OCC - Part 4

Um. sorry.  I'll run my primary load.  Nothing special.
Kitten
GM, 2880 posts
Thu 19 Jul 2012
at 15:51
  • msg #11

Re: OCC - Part 4

In reply to Cprl. Cade Murphy (msg # 10):

Will presume primary configurations unless i'm told otherwise.  Will presume standard ammo, unless told otherwise.
Cprl. Caitlin Mallory
player, 423 posts
Callsign: Rabbit
Thu 19 Jul 2012
at 16:11
  • msg #12

Re: OCC - Part 4

Primary config with standard ammo is great.
Kitten
GM, 2882 posts
Thu 19 Jul 2012
at 16:17
  • msg #13

Re: OCC - Part 4

So noted.
MW Svend Nemerson
player, 227 posts
Callsign: Backdraft
Ex-Arena Pilot
Thu 19 Jul 2012
at 18:04
  • msg #14

Re: OCC - Part 4

I should be showing my primary load with the LRR and SPLs. Also, my Melee +1 is not reflected on the summary.
Kitten
GM, 2883 posts
Thu 19 Jul 2012
at 18:05
  • msg #15

Re: OCC - Part 4

In reply to MW Svend Nemerson (msg # 14):

I still have to update character sheets with this information so be patient.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 379 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Thu 19 Jul 2012
at 21:35
  • msg #16

Re: OCC - Part 4

It's sad that we're currently so bad that a cadet is better than us!
Sgt. Devlin Masters
player, 335 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Thu 19 Jul 2012
at 21:57
  • msg #17

Re: OCC - Part 4

Only in one mission.

And several of us just plain suck with out the minuses.

This has the to be the first time I can remember playing battleech an a unit having 4-6 for Gunnery and 5-7 for piloting.
1st Lt Camille Sforza
player, 714 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Thu 19 Jul 2012
at 22:40
  • msg #18

Re: OCC - Part 4

my normal is 5-5 will be 5-4 soon™

but with -2 to both G and P it's rough.

still it makes sense, lots too.
Lance Commander Millicent Evans
Player, 28 posts
Thu 19 Jul 2012
at 22:50
  • msg #19

Re: OCC - Part 4

Think of it a nice change of pace.

The buildings are there to be 'easy' stable targets.  So a little thought will have to be given to offense and defense, regarding how you go about it theres flexibility for total defense... total offense, or something in between.

You can totally ignore the buildings but i believe that would put you at a notable disadvatage.

Devlin and Thantos (85tons of mechs) are both at gunnery 4, so at least half your unit has normal gunnery skills.

Cowboy, Rabbit, and Ghost (85 tons of mechs) will have gunnery 4 (after weapon spec adjustments) as well, so it's a fair split of talent.
This message was last edited by the player at 22:54, Thu 19 July 2012.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 380 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Fri 20 Jul 2012
at 03:55
  • msg #20

Re: OCC - Part 4

I've noticed a pattern where tonnage has been equated to effectiveness.  (Note that I'm in no way accusing Devlin or Thanos of not pulling their weight <pun intended>.)  But we just saw from our last round of mechs that tonnage isn't everything!
Lance Commander Millicent Evans
Player, 28 posts
Fri 20 Jul 2012
at 04:03
  • msg #21

Re: OCC - Part 4

It's a guide to effectiveness.

It's my personal belief, that there really isnt a soft mech among the innersphere selection.  not much mobility or speed, but they all have max armor, and a reasonable spread of weapons, so that if one is destroyed theyre not crippled, and except for Johan's fire fly there wont be any ammo explosions.

It's my personaly belief, that the Power loaders are at least as good as the mechs piloted by your force.  The weapons are... i believe balanced.  Gunnery and piloting skils are comparable.  The only place we have a clear edge is leadership.  Where you have a Leadership of 5, and Camille has a leadership of 2.  That's matched up against a pair of Leadership 5s.

This can be a handicap... almost, except buildings dont move and they always stand there regardless of leadership so you should always have targets to work on targeting even if you lose intiative.

If Tonnage isnt everything we'll leave off the 5 ton wheeled tank i was going to loan you to balance the sides then :P
This message was last edited by the player at 04:03, Fri 20 July 2012.
Lance Commander Millicent Evans
Player, 29 posts
Fri 20 Jul 2012
at 04:32
  • msg #22

Re: OCC - Part 4

Not that it matters, since we flip maps sides for the second fight but have you figured out if you want the north side or south side first?

Set up is double blind (we dont know where each other is setting up), but mechs must be set up within 3 hexes of a 'friendly' building.

ie.  After you tell us which edge you want to use, I will talk to the others and post their locations on a thread no one has access to (but me)

After you post your locations, i will make the thread available and the date on the thread will be post dated showing our locations were picked out before yours.

Then... mission starts.

Millicent is commanding the first mission, and Adam is commanding the second.  If you eliminate Millie, Adams leadership is used.

Will you be leading with Johan's leadership or using Camillies for the first mission.  (Who ever is not used, leads the second mission.)  Yes we all know Camille has the inferior Leadership, but in real life they never get better if they dont have the chance to command, and a harmless drill like this is the perfect place for her to practice.

If Johan leads, the Omni force will need NORMAL (no space rust there) pilot rolls +2 to win intiative.  If Camille leads, their roll improves to pilot rolls -1 to win intiative.
Capt. Johan Jakob Hinklemeyer-Schmidt
player, 381 posts
Callsign: Blueblood
G4P5M3; +1 tactics
Fri 20 Jul 2012
at 06:07
  • msg #23

Re: OCC - Part 4

We'll be starting from the north end of the map, and Johan will be the leader for the first battle.

You will excuse my distrust in your assessment of fairness.  The X-3's are turning out to be considerably better for a mission where you well know the parameters.  The selection of customized weapons alone give your group an edge.  Plus half of your team has effective gunnery of 4, 2 at 5 and one at 6.  In comparison, my side has 2 4's, a 5 and a 6.  Finally, even though we have the same leadership, an initiative roll at +2 means that a standard physical score of 3 would win initiative a majority (21 out of 36) of the time.

But them's the breaks!  Let's get this game on the road and move forward.
1st Lt Camille Sforza
player, 715 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Fri 20 Jul 2012
at 07:01
  • msg #24

Re: OCC - Part 4

hopefully, the opforce role will be switched aorund for the second mission as well, evening that part out Johan.
Kitten
GM, 2885 posts
Fri 20 Jul 2012
at 12:08
  • msg #25

Re: OCC - Part 4

Convient truths that are forgotten.

Because on the second mission.  All of Johan's pilots improve by one step.  While only 2/3 of Millies unit improves.

Yes.  The X-3s could twink out and load nothing but SRMs to go building killing, and it was mentioned quietly in private to do that, but i thought it was a good thing that pilots go with their 'primary' loads to get use to what they're going to play with in the future.

Primary loads were picked well before this mission hit the map.  In a way all of Johan's unit is using a primary load, because with the exception of Devlin's SRM, they're all certainly making the best use of the weapon spec.

Four players vs Five players.  Players twink as players twink,some more than others, some different than others.  If this is a seriously 'bad' scenario as proposed, save me the hassle of put it on the map and going through the work of conducting a BM mission with them, and i'll roleplay through it, and start with live combat missions first, i simply thought it was a nice change of pace, to not have to fight an NPC op force.
Cprl. Cade Murphy
player, 159 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Fri 20 Jul 2012
at 12:20
  • msg #26

Re: OCC - Part 4


I for one like the scenario and Cade is itching to prove his worth after 2 botched outings.  Also, I am sure some of use might be enjoying the chance to light up Johan. :P
Kitten
GM, 2886 posts
Fri 20 Jul 2012
at 13:02
  • msg #27

Re: OCC - Part 4

Im good with scraping it and letting Johan design and new one to BM.
Sgt. Devlin Masters
player, 336 posts
Callsign: Wolfman
P5 G4 M1 Enrg Wpns +1
Fri 20 Jul 2012
at 13:04
  • msg #28

Re: OCC - Part 4

I think we shoul play this one.  No fight is ever gonna be perfect.  And this one lets us test the X-3s in a non-lethal combat before we take them to the field.  The X-3 pilots will get a chance to see what load outs they like.  And I have a suspicion that if we have them, soemone else might have them also.
Kitten
GM, 2887 posts
Fri 20 Jul 2012
at 13:22
  • msg #29

Re: OCC - Part 4

Sgt. Devlin Masters:
And I have a suspicion that if we have them, soemone else might have them also.



I swear you guys always make me out to be meaner and nastier than i really am >.<
Cprl. Cade Murphy
player, 160 posts
Rookie
P:4+ G:5+ M:7+; M -1 T -1
Fri 20 Jul 2012
at 13:30
Kitten
GM, 2888 posts
Fri 20 Jul 2012
at 13:39
  • msg #31

Re: OCC - Part 4

Canine propoganda.

They envy our cute furry superior-ness to their cold nose slobbering tongue dumbness.

Slander i tell you.
Cprl. Thanos Starguard
player, 210 posts
Big-T
P5-G4-M7
Fri 20 Jul 2012
at 13:57
  • msg #32

Re: OCC - Part 4

In reply to Kitten (msg # 31):

I am good with this mission. It ALSO helps us iron out some leadership/style kinks that the entire unit seems to have. Those that have played the board game an Megamech are used to being in control of our entire side and can use our style throughout. Its hard to work with somebody else's style and/or give directions that are not so micromanaged that the rest of the team doesn't really do anything but roll dice.
Kitten
GM, 2889 posts
Fri 20 Jul 2012
at 14:19
  • msg #33

Re: OCC - Part 4

I honestly dont care one way or another.

If Johan thinks its unfair i'm good with scrapping it missions and letting him write ones that he thinks are fair.  Saves me the time and hassle to work out the numbers.
1st Lt Camille Sforza
player, 716 posts
Call: Countess
G5+,P5+,M2; +1 Energy
Fri 20 Jul 2012
at 14:20
  • msg #34

Re: OCC - Part 4

but those kittens are so cute!!!

-

I think the mission is a good idea.
I just think the role of opfor, should be switched for the second run :)
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