Wednesday, April 09, 2008

Megamek

While Maple works out the recent string of hacker infestations, I figured I would check out the new campaign for Megamek.net. After putting in the requisite tutorial missions, I decided to join the Draconis Combine (Kurita) and see how things go.

First thing I'm hit with is that the relative freedom of last cycle is gone. Each faction has separate sub-factions which dictate what units you can buy from the factories, what missions you have access to, etc. Unfortunately, the initial status affords the ability to purchase light mechs, light vees and medium vees and infantry - but that's it. Luckily it says I only need one mission to get promoted, so I don't worry about it.

Next surprise are the missions. At my initial status - I am allowed "Bandit Reprisal", "Tutorial", "Combat Simulation" and "HPG Assault". Now tutorial and combat simulation are easy - they involve little payout and have no risk involved (damaged/destroyed mechs are restored without cost afterwards). Bandit reprisal seemed like an actual mission and from what I have read about HPG assault - its just a "no-no."

So I figured I would get my bandit reprisal or tutorial and get promoted. I ended up in a battle with BTG (periphery). Here's the battle scenario:

My army: HBK-4H [4/5], JR7-F [4/5], FS9-H [4/5], TBT-5S [4/5]; BV: 3754
His army: JR7-F [4/5], HBK-4G [3/5], ASN-21 [4/5], FS9-H [4/5]; BV: 3701
Map type: City

I was a little apprehensive. The 3-gunner in the hunchback was nasty in close and for long range - I litterally had one option - my AC10. To complicate it - the city map made visibility difficult for long range - so it was going to be unlikely I'd be able to fire on it while staying out of range.

I decided to try to stay out of sight lines of the hunchback until I was able to get to his backside and while waiting - to try to knock out one or more of his units.

After a few rounds of skidding around (in the first round, his jenner skidded 5 hexes...), I managed to take out much of the armor on his firestarter and knocked it prone. At the same time, I missed a sightline on my own firestarter - so he took an AC20 to the torso - stripping off all of the armor there - but at least he still stood.

A moment later, I managed an ammo critical which led to a cascading engine failure - a new feature of the new cycle. Unfortunately for me - this led to a 3-hex radius explosion that nearly resulted in the destruction of my own firestarter (he took 21 damage...) and the damaging of my hunchback (he took 7 damage). He lost his firestarter - but I was starting to show plenty of internals.

In the next round though - I had initiative on him and position to move behind the hunchback as planned. The resulting ammo critical did not lead to an engine failure but did destroy the HBK completely. Now it was 4 vs 2.

Still - my opponent didn't immediately surrender and so we continued. His jenner, trying to get into a position on me, runs and tries to turn, but ends up skidding and falling down one level - meaning he wouldn't be able to fire at anyone - but no one else would either. As a last ditch effort, he tried a death-from-above attack on my HBK with his assassin. Unfortunately for him though, he missed the 9 target and fell down in the next hex.

So the mission was a success and I received my notification of eligibility to be promoted. I took it. My firestarter's pilot gained the survivalist skill (no bv change - just helps in recovering him if his mech is put into salvage)

On the next night, apparently my faction leader still hadn't logged in, so I just decided to see if I could get another bandit reprisal.

This time, I was opposed by Wyldcard (periphery). Here's the battle scenario:

My army: HBK-4H [4/5], JR7-F [4/5], FS9-H [4/5SV], TBT-5S [4/5]; BV: 3754
His army: FS9-H [4/5], WTH-1 [4/5], PXH-1 [4/5], Manticore Heavy Tank [4/5]; BV: 3708
Map Type: Volcano

This map had huge features - going up as high as 4 levels with many areas that had cliffs of 2 levels or more. Again, my opponent had vastly superior ranged capability - but at least it was diminished by having short range penalties.

I set up my hunchback on a level 3 spot behind a level 4 cover - hoping to snipe for a bit with his AC10. My trebuchet and jenner took up positions on the sides, while my firestarter jumped up the middle. In the 2nd round, I got off a lucky shot at the manticore with my AC10 to reduce its movement by half (down to 1/2).

Soon we were fully engaged and I spent most of my effort either being out of sight of the manticore or standing in its hex so that the only viable target for him would be the hunchback behind cover. This proved very effective until late in the game.

My trebuchet showed his strength by dealing much damage to the slowed tank - but only by exposing himself to fire. I got lucky on some rolls and soon the tank was not only immobilized, but also had its turret facing the north side of the map (which only had 5 or 6 hexes left). I legged his firestarter and started to wear it down while I continued to kick on the tank. Meanwhile, with the threat of the turret removed, my hunchback began moving in to help with 4 more medium lasers.

In the same round - a kick destroyed the last of the tank; a kick destroyed the last of the opponent's firestarter. He asked for surrender and I granted it.

No pilots leveled up, but my firestarter's pilot is now up to 3 kills as is my trebuchet (though - each has only killed 2...). Not sure on the math there - but I'll take what I can get.

Currently my hangar is fairly light:

HBK-4G (4/5), HBK-4H (4/5), TBT-5S (4/5) for medium mechs
JR7-F (4/5), FS9-H (4/5, SV), JVN-10N (4/5), STG-3R (4/5), LCT-1V (4/4), LCT-1E (4/5), SDR-5K (4/5) for light mechs.

If I haven't been promoted by the next time I log in - I've been instructed to contact a moderator about it - so hopefully things will continue to improve.

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