MechWarrior

Post » Sat Nov 13, 2010 7:03 am

http://gizmodo.com/5654265/the-kids-walker-you-know-battletech-for-kids :)
Ah wish I was a kid again, just imagine the havoc and destruction you could wreak...


Thats not a Battlemech.
It is some random Japanese mecha with roller skates. :meh:


Anyway it looks great, all those controls and stuff. I just hoped that legs would move like they should. I mean joints and actuators...


edit - That thing sure needs pair of airsoft miniguns :nod:
User avatar
Multi Multi
 
Posts: 3382
Joined: Mon Sep 18, 2006 4:07 pm

Post » Sat Nov 13, 2010 1:03 am

I finished Kit Fox today (minus base).

Rest of the Jade Falcon Delta Galaxy star shall be ready by end of the week. :)
There will be most likely game during this weekend, My newly formed mercenary unit faces the might of Clan Jade Falcon Delta Galaxy.

This means that I will most likely get some pictures from that game (with my crappy cell phone.)
User avatar
Dylan Markese
 
Posts: 3513
Joined: Sat Dec 01, 2007 11:58 am

Post » Sat Nov 13, 2010 9:27 am

Looking forward to the battle report :)
User avatar
luis ortiz
 
Posts: 3355
Joined: Sun Oct 07, 2007 8:21 pm

Post » Sat Nov 13, 2010 4:41 am

Good news children!

http://boardgamegeek.com/boardgame/22335/critter-tek is here :P

Critter-Tek is a tongue-in-cheek stuffed animal parody of Battletech that was fully approved and licensed by FASA. Instead of gigantic high tech robot mechs players construct mechanical TEKs that are powered by animals on treadmills with hamster powered gyros and paper mache armor. Weapons include spit-wad blowguns, slingshots and left over fireworks. In fact Critter-Tek uses all the standard Battletech rules and merely renames all the terminology to a furrier anthropomorphic animal genre.

New elements, not include in standard Battlemech, such as subterranean movement for burrowing animals adds an new and interesting twist to a classic game. This Beer & Pretzel approach to Battletech was a great way to introduce game mechanics to fairly young gamers. My sons played allot of Critter-Tek while in grade school.


What? :blink:
User avatar
Lloyd Muldowney
 
Posts: 3497
Joined: Wed May 23, 2007 2:08 pm

Post » Sat Nov 13, 2010 12:48 am

Good news children!

http://boardgamegeek.com/boardgame/22335/critter-tek is here :P



What? :blink:

I knew crittertek, it was pretty cool :D

Awesome also was http://www.battlecorps.com/catalog/product_info.php?products_id=2259, the battletech/shadowrun cross-over
Many warriors have fallen, and only four remain in the Best Ever Tournament: Kieren McCool, the wily immortal elf who pilots the most feared 'Mech on the battlefield; Asmodeal el Angel de la Muerte, the Manei Domini blood mage who is so evil that his mere presence destroys all photons in the immediate vicintiy; Nadja Daviar, a refugee from the 21st century who has lost none of her wiles or extreme six appeal; and newcomer Jonas Hadry, a MechWarrior and battlefield commander so charismatic and beloved that it seems that possibly the deck was a little stacked in his favor.

User avatar
Channing
 
Posts: 3393
Joined: Thu Nov 30, 2006 4:05 pm

Post » Sat Nov 13, 2010 3:32 am

Looking forward to the battle report :)


We had our weekly Battletech: RP session today.
I run the campaign which is set to year 3050 during Clan Invasion.


Today players scored their first victory against Clans. And captured Kit Fox and Dire Wolf :blink:
I shall post that battle report as soon as I get some pictures (friend of mine took them).
User avatar
David Chambers
 
Posts: 3333
Joined: Fri May 18, 2007 4:30 am

Post » Sat Nov 13, 2010 10:15 am

Battle Report

May 3050 - Apollo System

Dante's Strikers are about to launch raid against Clan Jade Falcons on Planet Apollo. Just a week ago, Clan Jade Falcon Assaulted
and captured planet Apollo. During the assault, Dante’s Strikers were on planet and gathering supplies and men for intelligence gathering
mission against these mysterious invaders.

Successfully escaped from fiery fighting of Double Fortress of Stefan Amaris, Strikers fled to edge of the system. After a week of
repairing and planning, Strikers decided to mount raid against Apollo’s new garrison.

Space port - 0500

Dante's Strikers:
Captain Dante Morte - Zeus ZEU-9S
Frank Callahad - Wolverine WVR-6R
Steve Staford - Wolfhound WLF-1
Chad Yun - Jenner JR7-D
Rahimu Hatori - Phoenix Hawk PHX-1D

Clan Jade Falcon Forces:

Star Commander Norbert Hazen - Dire Wolf A
MechWarrior Howard - Kit Fox A


http://i995.photobucket.com/albums/af80/S4urok/Turn1.png

Strikers won the initiative roll.


Jenner and Phoenix Hawk split off from the main force while rest of the unit hope to gain some cover from nearby woods.
Dire Wolf stomps slowly ahead and fires his Gauss Rifle against Dante’s Zeus but misses. Dante returns fire with his ER PPC but misses as well.
Kit Fox Dashes forward river side and hopes to find good spot to snipe with his gauss rifle.


http://i995.photobucket.com/albums/af80/S4urok/Turn2.png

Strikers won initiative roll again!

Steve’s Wolfhound passes the forest and faces lone Falcon Uller. “I am MechWarrior Howard of Clan Jade Falcon! I pilot sole Kit Fox. I hereby invoke the ritual
of zellbrigen and challenge the pilot of Wolfhound to duel of warriors. In this solemn manner, let no one interfere!”
. Steve decided to accept the challenge,
and fired his Large Laser but missed. Kit Fox was not so unlucky and scored hit by Gauss Rifle into Wolfhounds Right Torso.


http://i995.photobucket.com/albums/af80/S4urok/Turn3.png

Strikers won again!!!


Daishi acquires clear line on Zeus. Three Large Pulse Lasers burn away armor away from both legs! Luckily Gauss Rifle misses and
gives Dante change to counter attack. Zeus misses all three shots! Meanwhile Kit Fox mauls second gauss slug into Wolfhounds
right torso and cleaves mech a half! Wolfhound manages return fire but is unable to cause any major damage.


http://i995.photobucket.com/albums/af80/S4urok/Turn4.png

Clans won initiative.


Wolfhound closes by and releases full wrath of his laser arsenal! Kit Fox gets hit into his gauss rifle and Boom! Entire right torso blows away.
Kit Fox alpha strikes and blows away Wolfhounds left arm. Meanwhile Zeus takes better firing position on heavy woods
and manages to cleave nice chop out of Dire Wolf’s Center Torso. Dire Wolf continues barrage and badly damages Zeus’s legs.


http://i995.photobucket.com/albums/af80/S4urok/Turn5.png

Clans won initiative!

Zeus scores nice shot with his ER Large Laser and critically hits Dire Wolf’s center torso. One of the XL Fusion engine slots suffers critical hit!
Dire Wolf returns the pain and manages to hit Zeus’s Head! Dante rolls snake eyes and passes out! Zeus suffers another gauss slug and falls down. Same time
Phoenix Hawk and Jenner start their attack. Phoenix Hawk scores several nice hits on Daishi and even manages to score second engine hit.

Meanwhile Uller mauls Wolfhounds center torso and scores critical hit on engine.


http://i995.photobucket.com/albums/af80/S4urok/Turn6.png

Strikers won initiative roll!

Daishi stomps forward while launching alpha strike against pinned Zeus! All three Large Pulse Lasers, Gauss Rifle, and Streak SRM6 misses! Only one
SSRM6 locks on and sprays death around immobile Zeus. Wolfhound mounts dual assault against Dire Wolf and Kit Fox.
Uller suffers second fusion engine hit and Dire Wolf is almost shot down by third engine hit!

Uller keeps shooting Wolfhound, but luckily both ER Medium Lasers are hit on legs. Phoenix Hawk and Jenner keep shooting Daishi. Rahimu manages
to destroy Daishi’s right torso which finishes crippled beast! Dire Wolf is out of action!


http://i995.photobucket.com/albums/af80/S4urok/Turn7.png

Strikers won initiative roll!!!

Uller is surrounded and gunned down by strikers.

Combat ends and Dante calls Dropship to make pickup for two Clan Omnimechs.




There was shortage for tables big enough for all 4 map sheets so we had to set them on floor :P
Next game will be on Saturday this week, so stay tunned for more Classic Battletech action!!!
User avatar
Courtney Foren
 
Posts: 3418
Joined: Sun Mar 11, 2007 6:49 am

Post » Sat Nov 13, 2010 10:03 am

Very nice, thanks for the report and pictures, fun read :)

Mercs got pretty damn lucky to score a Daishi so well intact, other then getting his engine blown up, doesn't sound like his armament suffered much damage.
Wolfshound pilot was also quite ballsy. Kit Fox' are such a pain in the ass, because eventhough they're one of the lightest mechs, a lucky hit with the Gauss Rifle can even ruin an assault mechs day.
User avatar
Toby Green
 
Posts: 3365
Joined: Sun May 27, 2007 5:27 pm

Post » Sat Nov 13, 2010 12:17 am

Very nice, thanks for the report and pictures, fun read :)

Mercs got pretty damn lucky to score a Daishi so well intact, other then getting his engine blown up, doesn't sound like his armament suffered much damage.
Wolfshound pilot was also quite ballsy. Kit Fox' are such a pain in the ass, because eventhough they're one of the lightest mechs, a lucky hit with the Gauss Rifle can even ruin an assault mechs day.



Wolfhound pilot did not know what to expect. Actually the player was new to Battletech as well, he had never fought against Clans before this campaign. That gauss rifle was complete surprise for him :D.
Wolfhound lost both of his hands but managed to outlast Clan Omnimech, which is great feat alone. Well, those Wolfhounds back the punch of heavy mech in such of small package.

It seems that Steve gets new ride out of the Kit Fox, but I'm not sure if players can keep the Dire Wolf. It will require some hard negotiation rolls. Or they just need to hide the fact that they have one :P
User avatar
Ana
 
Posts: 3445
Joined: Sat Jul 01, 2006 4:29 am

Post » Sat Nov 13, 2010 3:24 am

Sorry, no game tomorrow. :(



I've been thinking, if we manage to get 3-4 people together, we should be able to run campaign of some sorth with MegaMek.
This could be fun. And I would once get change to not be the GM. :)


Anyone wants to be part of it? Ideas for a campaign setting?
User avatar
FITTAS
 
Posts: 3381
Joined: Sat Jan 13, 2007 4:53 pm

Post » Sat Nov 13, 2010 12:06 am

So, are you running your campaigns by having each player use only a certain mech (or lance of mechs)? That's a really cool idea. It basically makes it Mechwarrior: The Board game if you have 1 mech per player. It makes your actions much more important and combat much more spontaneous as well (as you must keep track of the movements and tactics of every player).

I would not mind playing a Megamek campaign, although I'm not entirely sure if I could make every game. I also am a newbie to Battletech rules, so, if we did play, I would probably need some help (I understand that Megamek does most of the rules behind the scenes, but things like making custom mechs is not something I understand well).
User avatar
Philip Lyon
 
Posts: 3297
Joined: Tue Aug 14, 2007 6:08 am

Post » Fri Nov 12, 2010 8:09 pm

So, are you running your campaigns by having each player use only a certain mech (or lance of mechs)? That's a really cool idea. It basically makes it Mechwarrior: The Board game if you have 1 mech per player. It makes your actions much more important and combat much more spontaneous as well (as you must keep track of the movements and tactics of every player).

I would not mind playing a Megamek campaign, although I'm not entirely sure if I could make every game. I also am a newbie to Battletech rules, so, if we did play, I would probably need some help (I understand that Megamek does most of the rules behind the scenes, but things like making custom mechs is not something I understand well).


I run my campaign with The Age of War rules, which is basicly roleplaying addon to master rules. So each player has their own character and they interact with the world outside of the mechs as well.
So each player has one character which he/she controls.


MegaMek is easy way to play Battletech, since it does most of the job for you. You can make custom mechs with such programs as http://www.solarisskunkwerks.com/, which I also use for Classic Battletech since it is free way
to print record sheets.


As for this MegaMek campaign, I was thinking is each player would command lance of mechs. And one player would act as Opfor. We can try plan our games so that each player can be present.
Weekends would do best since we live around globe.
User avatar
Ross Thomas
 
Posts: 3371
Joined: Sat Jul 21, 2007 12:06 am

Post » Sat Nov 13, 2010 5:32 am

As for this MegaMek campaign, I was thinking is each player would command lance of mechs. And one player would act as Opfor. We can try plan our games so that each player can be present.
Weekends would do best since we live around globe.

Mechs only, or would vehicles, infantry, etc be allowed?
User avatar
Kelsey Hall
 
Posts: 3355
Joined: Sat Dec 16, 2006 8:10 pm

Post » Sat Nov 13, 2010 12:43 am

Mechs only, or would vehicles, infantry, etc be allowed?


I don't know.
But I wouldn't mind.


Which era would you want to play? Succession Wars, Operation Revival, Civil War, Jihad, Dark Ages... ect.
User avatar
Facebook me
 
Posts: 3442
Joined: Wed Nov 08, 2006 8:05 am

Post » Sat Nov 13, 2010 12:23 pm

I don't know.
But I wouldn't mind.


Which era would you want to play? Succession Wars, Operation Revival, Civil War, Jihad, Dark Ages... ect.

Oh man, pre-clan invasion has always been my favorite. I think the Clan tech muddles the game up a bit too much.

I wouldn't mind if we didn't have access to infantry or battle suits or whatever. I think that using only mechs makes the games simpler, and thus, go by faster. I really don't want to have to keep track of jets and infantry and missile boats and all that stuff.

And, personally, I wouldn't really be in on it for the roleplaying aspect (although I can roleplay just fine), but for the game itself. That doesn't mean, as I mentioned, that I couldnt play roles. Its not like I would be using non-Steiner mechs or builds, and, due to my personality, I would most likely play the forces like they act in the lore anyways.
User avatar
Donatus Uwasomba
 
Posts: 3361
Joined: Sun May 27, 2007 7:22 pm

Post » Fri Nov 12, 2010 8:17 pm

Oh man, pre-clan invasion has always been my favorite. I think the Clan tech muddles the game up a bit too much.

I wouldn't mind if we didn't have access to infantry or battle suits or whatever. I think that using only mechs makes the games simpler, and thus, go by faster. I really don't want to have to keep track of jets and infantry and missile boats and all that stuff.

And, personally, I wouldn't really be in on it for the roleplaying aspect (although I can roleplay just fine), but for the game itself. That doesn't mean, as I mentioned, that I couldnt play roles. Its not like I would be using non-Steiner mechs or builds, and, due to my personality, I would most likely play the forces like they act in the lore anyways.



How would 4th Succession War sound?
FedCom, Liao front or FedCom, Kurita Front?


This campaign would be best to run without any serious RP aspects.
User avatar
Jordan Fletcher
 
Posts: 3355
Joined: Tue Oct 16, 2007 5:27 am

Post » Fri Nov 12, 2010 11:49 pm

How would 4th Succession War sound?
FedCom, Liao front or FedCon, Kurita Front?


This campaign would be best to run without any serious RP aspects.

Sounds pretty good. I'd definitely be FedCom. Steiner-Davion for life.
User avatar
keri seymour
 
Posts: 3361
Joined: Thu Oct 19, 2006 4:09 am

Post » Sat Nov 13, 2010 12:02 pm

Sounds pretty good. I'd definitely be FedCom. Steiner-Davion for life.


Then FedCom Liao front would be best choise, since Kurita front was mostly Wolf's Dragoons against Kurita.


I like to play as Steiner. But I'm not sure if I would have to play as OpFor, but if no one else wants to. I might have
to take that task again.


Once we have atleast 3 players, we should plan out the campaign structure. Most easy way for
that would be http://www.sarna.net/wiki/Chaos_Campaign rules which are free to download. and pretty easy to understand.


Actually, it would be possible if we have two factions for players to choose from, FedCom and Liao. Then we would need to have one
player acting as GM who gives both factions objectives. And Chaos Campaign should be perfect for this.
User avatar
Louise
 
Posts: 3407
Joined: Wed Nov 01, 2006 1:06 pm

Post » Fri Nov 12, 2010 9:01 pm

That sounds like fun. I'm kind of strapped for cash, so I don't think I'd be able to start up a real Battletech game, so this seems like the perfect compromise.
User avatar
anna ley
 
Posts: 3382
Joined: Fri Jul 07, 2006 2:04 am

Post » Sat Nov 13, 2010 10:29 am

Anyone but me play the first EGA Mechwarrior game? The visuals were terrible compared to games now, but it was still a really great game. http://www.myabandonware.com/media/captures/M/mechwarrior/mechwarrior_1.jpg

I've played all of them since. Playing against the computer can get a little boring, though, if all you're trying to do is win. :D Strategy: set up as many lasers and auto cannons as you can fire at once without overheating as one weapon group. Weave around obstacles until you can get close. Shoot at enemy's head. Do not miss. Repeat until enemy's head is a smoking socket. :P
User avatar
Leanne Molloy
 
Posts: 3342
Joined: Sat Sep 02, 2006 1:09 am

Post » Fri Nov 12, 2010 11:49 pm

So is it settled?


Campaign setting: http://www.sarna.net/wiki/4th_Succession_War - http://www.sarna.net/wiki/Operation_Rat#The_Capellan_Front_.3D.3E_Operation_Rat_.28Fedsun_offensive.29
Factions: http://www.sarna.net/wiki/Armed_Forces_of_the_Federated_Suns and http://www.sarna.net/wiki/Capellan_Confederation_Armed_Forces
Force size: 9000 BV Maximum of two lances of Mechs + Support units
Objectives: ???

Players:
Orzorn - AFFS
Ewoklord - CCAF (Northwind Highlanders)
Saurok - CCAF - (Northwind Highlanders)

GM:
???



So if you want to join, just say so, and tell your faction of choice. Also do we need GM, and who would that be?
What version of MegaMek we are using? Better decide now so everyone have time to get the right one.


Edit:

If we go lore wise, this would be nice setup for campagin:

From wiki:

Planet:Ningpo
Attackers: 3rd Davion Guards RCT
Defender: First Battalion of McCrimmon's Light Cavalry, Marion's Highlanders (part of Northwind Highlanders)
Outcome: The Cavalry were no opponent for the elite Guards, only the Highlanders were equal in size and expierence. The fight came to a standstill and a truce were negotiated.

User avatar
Jesus Lopez
 
Posts: 3508
Joined: Thu Aug 16, 2007 10:16 pm

Post » Sat Nov 13, 2010 4:06 am

Sounds good.

From what I read, the FedCom has not yet been created by the Fourth war, but instead afterwards, so I suppose I would be correct in claiming I would be playing the Federated Suns?

As for Battle Value, I think a medium size should be the norm. The fight sounds large, but controlling and making a large group of units doesn't seem like it would be an easy thing to do for us Battletech noobs, at least for me. A smaller group of units would allow us to get used to the game without overwhelming us.

Edit: As for a GM, we might want to wait just a little while before we decide.
User avatar
YO MAma
 
Posts: 3321
Joined: Thu Dec 21, 2006 8:24 am

Post » Sat Nov 13, 2010 4:03 am

Sounds good.

From what I read, the FedCom has not yet been created by the Fourth war, but instead afterwards, so I suppose I would be correct in claiming I would be playing the Federated Suns?

As for Battle Value, I think a medium size should be the norm. The fight sounds large, but controlling and making a large group of units doesn't seem like it would be an easy thing to do for us Battletech noobs, at least for me. A smaller group of units would allow us to get used to the game without overwhelming us.


AFFS stands for Davion military, Federated Commonwealth has nothing to do with it.

Force size would be around 1 to 2 lances. And maybe each battle would have "limit" to max one lance per player. So campaign would not be over after one horrid game.
So players are not controlling entire battalions of units :D

First missions would be more recon oriented so there would not be so many units in game at the same time.


edit - So you are on AFFS side then?
User avatar
carly mcdonough
 
Posts: 3402
Joined: Fri Jul 28, 2006 3:23 am

Post » Sat Nov 13, 2010 5:24 am

AFFS stands for Davion military, Federated Commonwealth has nothing to do with it.

Force size would be around 1 to 2 lances. And maybe each battle would have "limit" to max one lance per player. So campaign would not be over after one horrid game.
So players are not controlling entire battalions of units :D

First missions would be more recon oriented so there would not be so many units in game at the same time.


edit - So you are on AFFS side then?

Yes. I read up on AFFS (Armed Forces of the Federated Suns), so I was correct in claiming that I would be playing the Federated Suns.

I've looked the particular force in question (3rd Davion Guards), and didn't find any information on the kind of mechs they field, so I'm just going to make my own out of the list of Federated Suns Battlemechs (and yes, I will make sure to have all the mechs be time appropriated. No mechs after 3030).
User avatar
Ebou Suso
 
Posts: 3604
Joined: Thu May 03, 2007 5:28 am

Post » Sat Nov 13, 2010 5:33 am

Yes. I read up on AFFS (Armed Forces of the Federated Suns), so I was correct in claiming that I would be playing the Federated Suns.

I've looked the particular force in question (3rd Davion Guards), and didn't find any information on the kind of mechs they field, so I'm just going to make my own out of the list of Federated Suns Battlemechs (and yes, I will make sure to have all the mechs be time appropriated. No mechs after 3030).


3rd Davion Guards are RCT, which means that they have pretty much all kinds of mechs in use.


edit:

There is no such thing as "Davion Mech" or "Capellan Mech", all houses wield almost all designs. But some mechs are just more common among different houses

edit:

I made quick list of mechs in MegaMek, one light lance and heavy/medium lance with couple 3/4 pilots, I got 8123 as my battlevalue.
So if BV limit would be around 9000?
User avatar
Cameron Wood
 
Posts: 3384
Joined: Wed Oct 31, 2007 3:01 pm

PreviousNext

Return to Othor Games