So far the only person who needs repairs is @HMS Sophia and even that's fairly minor. @Cornuthaum's ego might need salving, tho...On the plus side, if we win, the scrap will probably be worth enough to pay for repairs and filling the ranks back up.
I'll take an opportunity to learn from @IofTheBunny-sempai until my ability to put nickel-iron slugs into hostile mechs improves.
What about allied casualties?So far the only person who needs repairs is @HMS Sophia and even that's fairly minor. @Cornuthaum's ego might need salving, tho...
A handful so far, mostly due to falling over. Bloody MechWarriors.
IIRC, yes. @Cornuthaum is very jealous.
One of the weapons on my mech - one of them is almost as heavy as the only thing I managed to kill, if you include ammo weight.
TBH I wouldn't want to be DCMS infantry trying to take that, I *guess*.The best part is that those FedCom guys think that small laser and flamer turrets provide meaningful defense against enemy mechs. Or tanks. Or anything.
Cornuthaum said:TBH I wouldn't want to be DCMS infantry trying to take that, I *guess*.
Except the whole "no ejection seat" thing. Lockheed-CBM deserves to have its designers taken out back and shot for that fuckup. And it's the R20 that's the invincible flying armor brick, at the cost of being outgunned by Corsairs.
1: Infantry exist toI have some questions for people more used to battlemech than me (I've got some experience but not with the actual boardgame. Hopefully that's gonna change when the new box sets release and I can get some purty plastics):
- I realise that mechs are the main players here, but how useful/interesting are other forces, especially infantry?
- How effective is combined arms as a concept? I realise it takes a mild move away from the focus of giant robots shooting each other, but a girl has to ask.
- I'm mainly asking because I'd be interested in pushing our mercenary company in lots of different ways. An armoured lance, a company of infantry, aerospace units. I'd like to be able to have these backing up the main fighting units if possible. Obviously the focus shouldn't pull away from the mechs, but it'd still be nice to be able to have, say, an artillery battery on the field.
You have 13 mechtechs and an aerotech, each of which has a full staff of 4 assisstants and is assigned to a single vehicle. There's 4 doctors for the company.I have some questions for people more used to battlemech than me (I've got some experience but not with the actual boardgame. Hopefully that's gonna change when the new box sets release and I can get some purty plastics):
I've downloaded mekhq and i'm having a lot of fun working out how all of this works. @prometheus110 I'm assuming we have a full complement of support staff and that. What does the mechtech sitch look like? Who's our doctor?
- I realise that mechs are the main players here, but how useful/interesting are other forces, especially infantry?
- How effective is combined arms as a concept? I realise it takes a mild move away from the focus of giant robots shooting each other, but a girl has to ask.
- I'm mainly asking because I'd be interested in pushing our mercenary company in lots of different ways. An armoured lance, a company of infantry, aerospace units. I'd like to be able to have these backing up the main fighting units if possible. Obviously the focus shouldn't pull away from the mechs, but it'd still be nice to be able to have, say, an artillery battery on the field.
I can fly!
And I have an AC/20!
The strafing runs will be devestating.
Weapons fire for Lightning LTN-G15 (SV Campaign)
Medium Laser at Wasp WSP-1A (Draconis Combine Force #2); needs 4, rolls 11 : hits RL
Wasp WSP-1A (Draconis Combine Force #2) takes 5 damage to RL.
Armor destroyed.
2 Internal Structure remaining.
Critical hit on RL. Roll is 3; no effect.
AC/20 at Wasp WSP-1A (Draconis Combine Force #2); needs 4, rolls 6 : hits LT
Wasp WSP-1A (Draconis Combine Force #2) takes 20 damage to LT.
Armor destroyed.
SECTION DESTROYED.
LIMB BLOWN OFF Left Arm blown off.
12 damage transfers to CT.
Critical hit on LT. Roll is 12; 3 locations.
CRITICAL HIT on Heat Sink.
CRITICAL HIT on Heat Sink.
CRITICAL HIT on SRM 2 Ammo (46).
*** SRM 2 Ammo EXPLODES! 184 DAMAGE! ***
>Wasp WSP-1A (Draconis Combine Force #2) suffers catastrophic damage, but the autoeject system was engaged.