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Blackhand
Draconis Combine
Chu-i
Chu-i


Joined: 05-Jul-2002 00:00
Posts: 334
Location: Canada
PostPosted: 23-Jun-2005 12:54    Post subject: Campaigns Reply to topic Reply with quote

Looking over some of my previous notes on the 2 major (Regiment on Regiment roughly) engagements I've fought with supply and repair and planetary manuver board.

My C3 lances accounted for close to 60% of my kills. Despite me only having 16 mechs with C3 in a combined arms 2 battalion and 1 company force.

My Whitworth that leads a trio of C3 slaved Panthers picked up the most kills of any single pilot with 14.

My heavies lance (2 Archer/2 Warhammer) only fought in one engagement and that was the last one to force the opponents off world.

Desert terrain killed off or forced mechs to dump ammo repeatedly when the battle dipped that far north on the continent we fought on.

My unit with the most engagements fought over the course of the campaign was my command Ceasar, an Avatar, and two Panthers.

Both Mercury's fielded, one Davion, one Steiner, managed to fall backwards and crit they're torsos and knock themselves out of fights.

The only time a large number of kills occured was when I got 3 of 4 mechs in a lance in an ambush. Other than that most mech on mech engagements ended with one side retreating leaving 1 machine down and 1-2 heavily damaged backing off.

A light hover tank with a AC 20 in its forward mount is positively the most scary unit in the entire game.

C3 lances with only one exception, won every engagement where the numbers were at worst 5 on 4.

The campaigns both ended when my opponents felt I had them beat, despite both times my forces on the edge of losing every machine and man to a combat loss grouping.

One ended when I capped the enemy supply train and 90ish% of their tech staff and left with all the parts and dumped the techs in an abandoned military outpost. My two opponents had no other supply vehicles and decided that without the ability to repair it was better to rescue their men and retreat offworld.

The second ended when 14 or 15 mechs were thrown against a forward base of mine. My heaviest lance held the position without breaking for about 8 turns as the enemy pilots seemed unable to roll well. Still, both Darkadder and I have agreed that if either of my opponents had just rushed into the city and fought me at point blank range, I would have been forced to retreat and concede the field.

My Panthers were possibly the most dangerous force on every battlefield I ran them onto. I rolled more critical hits with those 6 Panthers than with anyone else really.

C3 is a combination that unless you can counter will usually defeat you, as the lower to hit rolls can help a C3 force out too easily.

Artillery can be a game changing event, the fact that in both my previous campaigns I had only enough ammo for about 5 minutes of sustained firing didn't matter. One or two volleys is all you need to change the course of a battle.

Having a better if smaller in number aerospace contingent can let you dictate how battles are fought. (6 on 24).

Light hovertanks can win a battle in the plains but are liabilities in a city and everywhere else for that matter.

Any mech you count on to center your ilne either is headshot first round and fails piloting, or just is unable to hit the broad side of a barn.

Playing Battletech as an actual strategic level game turns a lot of dangerous weapons into things you wonder if its worth it to use. Non Streak missile racks, Guass Rifles, and AC 20s. AC 5s and 2s become relatively useful as you can snipe for a round or two and book it. This will wear down both armour and get you the occaisional floating critical to boot.

LRMs are the best weapon to drop a retreating mech of any class due to the sandpaper effect they have on exposed internals.

Not a single thunder launcher was used. Nor heavy or light guass.

Sparrowhawks even with 24 of them can't win an aerospace duel against 4 Lucifer and 2 Chippewas.

Supply convoys with armour and the technitions to apply it are possibly the best unit to have.

Maybe this will make sense to someone else as well;) i'm done yammering.
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Shadowking
Kell Hounds
Captain
Captain


Joined: 22-May-2002 00:00
Posts: 365
Location: United States
PostPosted: 23-Jun-2005 13:25    Post subject: RE: Campaigns Reply to topic Reply with quote

So just out of curiousity, how long did it take you to play this all out anyway?
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DarkAdder
Clan Star Adder
Star Commander
Star Commander


Joined: 10-Jan-2004 00:00
Posts: 604

PostPosted: 23-Jun-2005 23:32    Post subject: RE: Campaigns Reply to topic Reply with quote

Hes actually directing this at me. Hes being 'gracious' by telling me in a roundabout way what his forces can and cant do. I think hes going to be shocked when I whipsaw through a few of his lances.

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Meddle not in the affairs of Dragons, for you are crunchy and taste good with ketchup.
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Blackhand
Draconis Combine
Chu-i
Chu-i


Joined: 05-Jul-2002 00:00
Posts: 334
Location: Canada
PostPosted: 24-Jun-2005 00:20    Post subject: RE: Campaigns Reply to topic Reply with quote

The first campaign was 6 straight days of gaming probably 96ish hours.

The second campaign was around 144ish hours total gaming over the course of 2 months.

As for DarkAdder viewing it as advice. Meh, They're are more factions in the Inner Sphere than just mine.
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