2008 Competition

Pages: 1 | 2 | >> (show all)
KitK
04/24/08 03:54 PM
69.11.32.73

Edit Reply Quote Quick Reply
It's been on my mind to try a design competion for 95 ton mechs. So, that is what I am finally going to do. Due to the facts that I've never done one of these before, my time is limited, and the message board is slow, I will only take the first 4 'Mechs that meet the criteria.

Maximum battlemech weight = 95 tons
Minimum battlemech weight = 95 tons
Technology level = 1 (3025 era Inner Sphere)
Type = Biped - No Modifications (ie LAM)

Give me enough information to properly reconstruct your 'Mech in The Drawing Board.

There will be 5 rounds. I've play-tested the first 3 once. It could take a week to complete each round.

To help you design to meet the enemy, here are the scenarios and your opponents.

Round 1: Hold the Line

Situation Report:
Headquarters has learned that the enemy has discovered our supply shipment route and schedule. They are sending a light lance on a Search & Destroy - take no prisoners mission to intercept our current shipment. In response we have altered the shipment’s schedule, route, and defenses. However, not wanting to disappoint the enemy we are sending you to launch an ambush. Dummy and drone trucks will be in the area on “schedule” to bait the lance in. This is a solo mission and no back-up is available. Destroy the light lance.

Enemy Forces:
Flea FLE-4
Locust LCT-1V
Mongoose MON-67
Panther PNT-9R

Victory Conditions & Point Awards:
Destroy all enemy ‘Mechs – 1 point per destroyed ‘Mech
Time bonus for top 3 fastest times (least rounds) 1, 3 or 5 points
Failed missions will still accumulate points for each ‘Mech destroyed.

Round 2: Clan Invaders

Situation Report:
Three hours ago several Clan dropships landed and began sending out recon sweeps and patrols. Long rage sensor towers have detected several ‘Mechs scanning the northwest quadrant of our Public Defense and Occupation Zone. A Shadow Cat Prime omni-mech appears to be acting as a rear guard for the light reconnaissance star as well as rescanning the inside edge of the sweeps. The activity has left the Shadow Cat behind its lancemates 60 to 90 seconds. You are part of 2 lances being sent to intercept this recon star. Because our intercepting lances are light and medium ‘Mechs we want to keep the Shadow Cat’s Gauss rifle out of the mix. Once the star is engaged you are to break from your lance, intercept, and destroy the Shadow Cat. You are authorized to offer single combat to the Shadow Cat’s pilot, if he/she will accept.

Enemy Forces:
Shadow Cat Prime

Victory Conditions & Point Awards:
Destroy enemy Shadow Cat – 4 points for completing mission.

Round 3: To Crumble Atlas’ Pillars

Situation Report:
During a recent aerial skirmish our fighters destroyed two of six enemy supply and reinforcement dropships and crippled a third. We have located the third dropship, which landed successfully but off course. Its position is near enough that we can risk an attempt at securing salvage from the ship. The ship was carrying at least one ‘Mech, an Atlas, which is standing guard over the dropship. Reconnaissance indicates that the dropship’s power supply was destroyed in the battle and crash. Your lance is being deployed to escort the salvage teams and vehicles. The lighter elements of your lance are charged with guarding the salvage teams and vehicles. You are tasked with eliminating the Atlas. A second lance and air cover are being deployed to intercept any reinforcements or salvage teams from the enemy’s base.

Enemy Forces:
Atlas AS7-D

Victory Conditions & Point Awards:
Destroy enemy Atlas – 6 points for completing mission with 50% armor damage or less
– 5 points for completing mission with 51% armor damage or more,
or internal structure damage
– 2 points for failing mission but giving the Atlas 51% armor
damage or more, or internal structure damage
– 1 points for failing mission but giving the Atlas 25-50% armor
damage


Round 4: A Jury of Peers

Situation Report:
Working as a unit with other competition entrants you will face an equal number CMCDesigns’ 95ton, Level 1, Inner Sphere ‘Mechs.
Enemy Forces:
Python 3/5/3 98% Armor 1PPC, 1AC20, 1AC5, SRM6
Sharpshooter 3/5/0 98% Armor 2PPC, 2AC2, 4MG
Ripper 3/5/0 82% Armor 2AC20, 1SRM6
Thunderstroke 3/5/0 98% Armor 1LL, 2AC10, 7ML

Victory Conditions & Point Awards:
Destroy all CMCDesigns’ ‘Mechs – If your ‘Mech is destroyed you get 1 point for each CMCDesigns ‘Mech destroyed during or prior to the end of the turn in which you were destroyed. CMCDesigns judges will award 4 bonus points to one outstanding contestant ‘Mech.

Challenge 5: Monster Melee of Masters and ‘Mechs

Situation Report:
Melee between tournament contestants is about to start. ‘Mechs will be evenly spaced along the edge of a standard size map facing outward.

Enemy Forces:
Destroy other tournament entrants’ ‘Mechs

Victory Conditions & Point Awards:
Last ‘Mech standing wins – 6 points for first, 4 for second, 2 for third.
Fang
04/24/08 04:26 PM
151.193.203.13

Edit Reply Quote Quick Reply
OMG OMG OMG! I have been waiting for a new design contest. Sweet! I ( Ground Zero Salvage and Technology) will try to have something ready as soon as possible.
One by one, the rabbits are stealing my sanity.....
Fang
04/25/08 08:23 AM
151.193.203.13

Edit Reply Quote Quick Reply
I actually came up with two ideas. Both have their own pros and cons. Here are the stats for the first. Both were made in TDB, so you should have no trouble putting in the info and getting the right design.
Still working on fluff for them.
first one
95 tons move is 3/5 29 heatsinks 18 tons of armor( I usually use the auto allocate option, them tweak armor coverage from there.)
Benevolent by Ground Zero
PPC- LA
Med Laser-LA
PPC-RA
Med laser-RA
PPC-LT
LRM5-RT
ammo(LRM) 1 ton-RT
1 HS-RA
1HS-LA
2HS-RL
2HS-LL
2HS-CT
5HS-LT
5HS-RT

and here is the second. Not as potent as the first, but more mobile. Once again, both were made in TDB.
Siren by Ground Zero
95 tons move-4/6 15.5 tons armor 15 heatsinks
PPC-RA
Med laser-RA
PPC-LA
Med laser-LA
Med LAser-CT(R)

Both machines have useable hands.
If you want/need fluff, I am working on that right now for both machines.

Update: here's some basic fluff for the Benevolent.

With a screech like Hell’s gates, the gigantic iron doors split and slid apart. Smoke and steam plumed from the hydraulics that had not been used for centuries. Two backlit figures walked into the twilight factory, footsteps echoing into the darkness. There was a shout for lights, a buzz of fluorescents, and slowly the overheads began to illuminate the area. This was the lost Taurian assembly facilities for Ground Zero Salvage and Technology.

“Not much to look at, is it.” stated the recovery analyst. Dreariness and nightmares seemed to hang from the scaffolding, intertwined with the dust and cobwebs. There was still evidence of the battle that took place so long ago. Bones still lay intermingled with the burnt scarred wreckage on the production room floor.

“They never stood a chance. The Horde just blew through here and killed everyone.” Stonkin informed his companion. They had hit fast, and hit hard. There had been no real apparent motive, as most of the mechs in production here had been left in the scaffolding, and the equipment had not been specifically targeted. All they cared about was wanton slaughter and destruction. Then they left, just like that. The remaining usable equipment and machines had been evacuated when the rescue unit had shown up after the attack. The doors were then shut and sealed, and the factory had been left to rot with its memories.

“Check it out! That bay in the back has something in it.” John let his eyes follow to where the analyst was pointing. ”What is that?”

Stonkin replied. “I don’t recognize that machine. It is not on any manifest or blueprint I ever saw.”

Capabilities:
The Benevolent was a 95 ton monster set for production well before the fall of the League. It never saw use beyond testing and the one production model created . The factory that GZT had hidden on the edge of Taurian space was hit and over run by vicious bandits, then closed. The mech didn’t see light of day until many years later when the facilities were found and reopened for use as a storage vault and maintenance facility.
The Benevolent weighs in at 95 tons, making it the heaviest mech created by GZT at that time. It’s mission profile was for limited to no ammo reliance assault capable of standing up to machines its own size. Ground Zero achieved this by mounting three Particle Projection cannons on the chassis, one in each arm and one torso mounted. Each PPC has an under slung medium laser for close in support, and an LRM5 missile launcher is perched at an angle on the right shoulder. While the use of three PPCs is sure to generate copious amounts of heat, 29 single heatsinks ensure a careful pilot will always be able to dish out plenty of particle punishment by cycling between firing two then three then two cannons at a time. The 18 tons of armor protection give the Benevolent a tough hide, making it difficult at best to bring down quickly.

Variants:
Examination of the Taurian facilities records show there was one variation. This version of the Benevolent removed the long range missiles in favor of a single SRM4 launcher and one ton of ammo.


One by one, the rabbits are stealing my sanity.....


Edited by Fang (04/25/08 12:55 PM)
Dester
04/25/08 11:19 AM
216.57.96.1

Edit Reply Quote Quick Reply
9.5 Internal Structure Standard
16.5 Engine 285
14 Heat Sinks 24
3 Gyro
3 Cockpit
18 Armor Factor 288
H - 9
CT - 44
CTR - 15
RT/LT - 28
RTR/LTR -12
RA/LA - 32
RL/LL - 38

10 LRM-20 - RA
1 Ammo(LRM-20) - RA
1 Ammo(LRM-20) - RA
7 PPC - RT
7 PPC - LT
1 med. Laser - CT
1 med. Laser - CT
1 med. Laser - H
1 med. Laser - RT(R)
1 med. Laser - LT(R)
- Heatsink x 2 RL
- Heatsink x 2 LL
- Heatsink x 1 RA
- Heatsink X 4 RT
- Heatsink X 4 LT

This can be considered a customized variant of the banshee primarly focused on long range fire power. In the advent that an enemy gets to close to use its LRM and PPCs, It relies on its massive structure to batter down its opponet. The Rear facing med lasers are considered token resistance in the event that a light mech manages to skirt around behind it.
KitK
04/25/08 12:42 PM
69.11.32.73

Edit Reply Quote Quick Reply
Thanks Fang, I'll look forward to the fluff, along with the rest of the board readers.
If I get a 'Mech from two other people have to ask you to chose which design you want me to use.
KitK
04/25/08 12:47 PM
69.11.32.73

Edit Reply Quote Quick Reply
Thanks Dester, I got interested in the 95 tonners because I didn't like the Banshee as the only option at that weight. So, I am glad to see an alternative
Fang
04/25/08 12:56 PM
151.193.203.13

Edit Reply Quote Quick Reply
Added fluff for the benevolent. I like them both, but since that one is more complete, I would go with that one if you get at least two more entrants. The Siren was a bit of a Banshee rework, I guess. The fluff at this point is a work in progress. Let me know if you want fluff for the Siren as well.
One by one, the rabbits are stealing my sanity.....


Edited by Fang (04/25/08 12:59 PM)
Dester
04/25/08 04:12 PM
216.57.96.1

Edit Reply Quote Quick Reply
While the orginal model number from the tech read out BNC-3E was way over engined, the BNC-3S model aluded to in the fluff (and made offical in the record sheet reinforcements i believe) becomes a true assest to a force. It slows down the mech and retains the orignal armor but changes its weapon load out to 2 PPCs, 1 AC-10, 4 med lasers, 2 small lasers and an SRM-6. It also ups the heat sinks to 21. It has some serious heat issues, but a smart pilot can easily manage it and do some massive damage.

While the original BNC-3E was under gunned, it did have some advanates in that it ran cool and still moved fast enough to get in close where its weight gave a devistating attack against mechs in a lighter weight class. All this and it was reasonably well armored. Not as effective as it could be, but far from useless. I would take this mech long before I picked an original rifleman or jagermech.
coldwave
04/27/08 10:51 PM
216.67.75.140

Edit Reply Quote Quick Reply

BattleMech Technical Readout

Type/Model: Agamemnon AGA-PX
Tech: Inner Sphere / 3025
Config: Biped BattleMech
Rules: Level 1, Standard design

Mass: 95 tons
Chassis: Standard
Power Plant: 285 Pitban Fusion
Walking Speed: 32.4 km/h
Maximum Speed: 54.0 km/h
Jump Jets: 3 Standard Jump Jets
Jump Capacity: 90 meters
Armor Type: Standard
Armament:
2 Large Lasers
2 LRM 15s
4 Medium Lasers
2 SRM 4s
Manufacturer: (Unknown)
Location: (Unknown)
Communications System: (Unknown)
Targeting & Tracking System: (Unknown)

------------------------------------------------------------------------------
==Overview:==
"Like it's acient Greek namesake, the Agamemnon is destined to be the leader
of armies. An imposing mech, its massive frame towers over all but the
venerable Atlas. As a ralying point, its appearance on the battlefield
guarantees victory. Now the real question is, how many do you want?" *End
Promo*

Produced by Peissner Industries, the Agamemnon is among the heaviest of mechs
built. Armed with a variety of long, medium, and short range weaponry, the
Agamemnon can target any enemy that enters the battle field.

Unfortunately, Peissner Industries was destroyed during the third succession
war, and with it, production of the Agamemnon came to halt. Today, only one
Agamemnon remains in existence and is owned by a private collector. That is
the mech entered in the competition today.

==Capabilities:==
Front line bruiser, mid range sniper, long range fire support; the Agamemnon
wa designed to be the master all ranges.

Long range encompasses a pair of LRM-15 missiles.

Medium range is filled with a brace of Large Lasers.

Finally, short range is comprised of two braces of Medium Lasers, and a brace
of SRM-4's.

In addition to its massive weapons payload, the Agamemnon is surprisingly
agile. Capable of running up to 54Km/h, the massive mech is further enhanced
with jumpjets. An unusal sight on a mech this size, its sure to surprise the
unwary.

--------------------------------------------------------
Type/Model: Agamemnon AGA-PX
Mass: 95 tons

Equipment: Crits Mass
Int. Struct.: 145 pts Standard 0 9.50
Engine: 285 Fusion 6 16.50
Walking MP: 3
Running MP: 5
Jumping MP: 3
Heat Sinks: 15 Single 4 5.00
(Heat Sink Loc: 2 LL, 2 RL)
Gyro: 4 3.00
Cockpit, Life Supt., Sensors: 5 3.00
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H 16 .00
Armor Factor: 272 pts Standard 0 17.00

Internal Armor
Structure Value
Head: 3 9
Center Torso: 30 43
Center Torso (Rear): 12
L/R Side Torso: 20 30/30
L/R Side Torso (Rear): 7/7
L/R Arm: 16 30/30
L/R Leg: 20 37/37

Weapons and Equipment Loc Heat Ammo Crits Mass
--------------------------------------------------------
1 Large Laser RA 8 2 5.00
1 Large Laser LA 8 2 5.00
1 LRM 15 RT 5 16 5 9.00
(Ammo Locations: 1 LT, 1 RT)
2 Medium Lasers RT 6 2 2.00
1 SRM 4 RT 3 25 2 3.00
(Ammo Locations: 1 CT)
1 LRM 15 LT 5 3 7.00
2 Medium Lasers LT 6 2 2.00
1 SRM 4 LT 3 1 2.00
3 Standard Jump Jets: 3 6.00
(Jump Jet Loc: 1 LT, 1 RT, 1 CT)
--------------------------------------------------------
TOTALS: 44 57 95.00
Crits & Tons Left: 21 .00

Calculated Factors:
Total Cost: 9,264,840 C-Bills
Battle Value 2: 1,975 (old BV = 1,504)
Cost per BV2: 4,691.06
Weapon Value: 1,346 / 1,346 (Ratio = .68 / .68)
Damage Factors: SRDmg = 18; MRDmg = 13; LRDmg = 8
BattleForce2: MP: 3J, Armor/Structure: 7/7
Damage PB/M/L: 3/2/-, Overheat: 4
Class: MA; Point Value: 20
Specials: if

***************************************
Spendy old girl, but she's sure to cause some havok on the battlefield. Definitely runs hot if you fire everything, so alpha strikes should be kept to a minimum, or really, none at all unless you eject the ammo (got to love them ammo explosions). Slightly less armor compared to the other mechs entered (17 tons), but I figured the extra mobility provided by the jump jets should offset that. The lack of PPC's will put it at a slight disadvantage compared to the other two entered, but hey, variety is the spice of life! Besides, if it makes it to close range....
Lafeel
04/27/08 10:51 PM
157.157.107.255

Edit Reply Quote Quick Reply
Is there still room for one more? If so, I might take a toss at it, although I haven't designed a 3025 era mech before..
KitK
04/28/08 11:57 AM
69.11.32.73

Edit Reply Quote Quick Reply
Yes, there is room for one more.
KitK
04/28/08 12:13 PM
69.11.32.73

Edit Reply Quote Quick Reply
Looks good coldwave. Thanks for the entry. Good luck!
KitK
04/29/08 03:46 PM
69.11.32.73

Edit Reply Quote Quick Reply
I guess it is time to state a deadline for entries. If I don't have Lafeel's or someone else's entry by Thursday (May 1, 2008) morning when I check the web, Fang's second entry, the Siren, will get the go-ahead. That will fill the competition roster and no other entrants will be taken.

Thanks
Lafeel
04/29/08 05:04 PM
157.157.107.255

Edit Reply Quote Quick Reply
Fair enough. Trying to break through a writer's block, currently, so I might not make it in time.
rider
05/01/08 10:22 AM
198.212.99.11

Edit Reply Quote Quick Reply
A quick submission if you're interested.
A support 'mech in an assault 'mech's body.

Name: BNC-5E Banshee
Class: Assault

Walk MP 4
Run MP 6
Jump MP 0 Extra Heat Sinks 5 (15)

Total Mass 95
Engine Rating 380
Engine Mass 38.5
Jump Jet Mass 0
Weapons

Type Mass Crit Loc
M-Laser 1 1 C Torso
M-Laser 1 1 R Torso
M-Laser 1 1 R Torso
M-Laser 1 1 L Torso
M-Laser 1 1 L Torso
LRM-5 2 1 C Torso
LRM-5 2 1 R Torso
LRM-5 2 1 R Torso
LRM-5 2 1 L Torso
LRM-5 2 1 L Torso
LRM(24) 1 1 L Torso
LRM(12) 0.5 1 R Torso
Location Points Int. Str.
Head 9.000 Head 3
R Torso 38.000 R Torso 20
L Torso 31.000 L Torso 20
R Torso (R) 9.000 C Torso 30
L Torso (R) 9.000 R Arm 16
C Torso 31.000 L Arm 16
CTorso (R) 13.000 R Leg 20
R Arm 25.000 L Leg 20
L Arm 25.000
R Leg 33.000
L Leg 33.000
Total 16.5 256

Let me know what you think...
Thanks
Fang
05/01/08 11:03 AM
151.193.203.13

Edit Reply Quote Quick Reply
I can just see the opposing pilots face when going against that LRM5 variant. *plink* *plink* *plink* 'What the heck is that? Hail?" *Plink**Plunk* *plink*
One by one, the rabbits are stealing my sanity.....
Lafeel
05/01/08 12:09 PM
157.157.107.255

Edit Reply Quote Quick Reply
Lol. Plus, at 40+kph walking speed it is surprisingly fast for a ninety five ton assault mech.
KitK
05/01/08 02:01 PM
69.11.32.73

Edit Reply Quote Quick Reply
Hi rider. I am definately interested and thanks for the submission. However, I am going to have to decline and take Fang's Siren. Your mech has a couple of technical problems to work out.

1. You have allocated more armor to the left torso than it can carry. 38 front + 9rear = 47. Max = 40

2. You have allocated a 1/2 ton of LRM ammo to the right torso. The Drawing board 2.0.23 doesn't allow this under level 1 construction. This results in your 'Mech being 1/2 ton over weight.
rider
05/01/08 04:30 PM
198.212.99.11

Edit Reply Quote Quick Reply
Sorry, copy and paste error. 38 CT 13 (R), 31 Rt/Lt 9 (R). The jumble of other numbers was the internal structure, but thanks for looking at it. I guess I'll have to look at the site a little more. I have no clue what the Drawing board 2.0.23 is.

Thanks anyway
KitK
05/01/08 04:45 PM
69.11.32.73

Edit Reply Quote Quick Reply
The good news is that I began working on round one as soon as I had a couple of 'Mechs to run. Thus, I am looking much more time efficient that I really am. I finished the round this morning. Here are the results.

The current score is:
Agamemnon - 1
Banshee - 3
Benevolent - 2
Siren - 1

.
.

The rays of the rising sun had finally reached the floor of the steep-sided box canyon. Lurking in the morning shadows stood a Panther battlemech, menacingly blocking the convoy’s escape through the five mile tunnel to the open valley on the opposite side.

“0600 in the blessed A.M. and we’re out here shooting dumbbell drone trucks!” screamed the lance leader over the radio. “You have got to be kidding me! Who in Mission-Ops makes this crap up! When we get back I’m gonna . . .”

Lancer 3 pipes in, interrupting her commander, “Sorry to cut in, sir, but I’m reading a lone assault ‘Mech closing in on our position, but I’m not picking up any lancemates or support vehicles”

“An ambush! Lancer 3, are you telling me we’re being ambushed”, asked the lance leader with a clear tone of annoyance in his voice.

“Yes, sir,” replied Lancer 3.

“And, this fool has come alone?” inquired the lance leader, his face brightening.

“Yes, sir,” replied Lancer 3.

“Well then, maybe we’ll get to ‘pick a cherry’ this morning after all,” sneered the Lance leader. “Sic ‘em boys!” he commanded over the radio, firing his PPC down the long canyon corridor and sending his lance’s Mongoose and Locust off the blocks like a pair of Olympic sprinters.

Banshee

The lance leader’s opening shot missed, but so did the shots from Dester’s 95 ton, modified Banshee battlemech. The Panther held back, looking for cover and elevation from which to send in support fire from its PPC. The Flea cut the distance between the Banshee and itself in half, getting its large laser just into medium range, while the Locust and Mongoose closed for the brawl. The Banshee fired its LRMs and PPC at the slower moving Flea, destroying its right hip and stripping the armor off both arms and legs. Meanwhile, the Panther scored its first PPC hit, and the Locust and Mongoose combined for a lucky critical hit to the Banshee’s engine when they accidentally hit a weak spot in the center torso armor.

Out numbered and slightly hampered by heat build-up, the Banshee was taking more hurt than it was giving. Its only consistently effective weapon seemed to be its LRM-20. After a minute of fighting off it swarming attackers, the Banshee’s LRM fire finally destroyed the Flea. The Flea lost an arm, leg, the gyroscope, and most of its engine shielding as the last salvo peppered the ‘Mech with missiles. The loss of the Flea created a break down in the lance’s formation, exposing the Panther. The lance leader paid for it too, taking a hit to the head and engine, as well as losing a heat sink.

Disorganized and overheating, the light lance disengaged the Banshee to regroup. The Panther jumped to cover and the Locust and Mongoose used their speed to mitigate the damage being thrown at them while everyone cooled down. The Banshee needed the break too. By this point it had taken a lot of forward armor damage, and had lost all of its rear armor. Reunited the three battlemechs pounced on the Banshee again, trying to get into its rear arc. The Mongoose and Locust succeed but the wounded Panther crumbled under LRM and laser fire, crashing to the ground with its PPC and engine destroyed.

Finally, with only two forward facing medium lasers intact, one rear facing medium laser, and no front armor to speak of, the Banshee backed up to the canyon wall to face its assailers. Both light battlemechs closed to make full use of their short range weapons. The maneuver was a fatal mistake for the Mongoose, which had its head flattened by the Banshee’s remaining, unarmored fist. However, the Banshee’s torso was so badly damaged that that the Locust easily destroyed the torso and engine as it made one final pass.

Dester’s modified Banshee scores 3 points over 17 rounds, failing the mission.

Benevolent

The lance leader’s opening shot missed. But, the shots from Fang’s 95 ton Benevolent battlemech did not miss, melting all the armor off of the Panther’s left arm and most of its left leg. The Panther quickly began looking for cover and elevation from which to send in support fire from its PPC. The Flea cut the distance between the Benevolent and itself in half, getting its large laser just into medium range, while the Locust and Mongoose closed for the brawl. The Benevolent focused its attention on the Flea next. Twenty seconds of sustained fire ripped off the Flea’s left torso, right arm and the armor from the right leg and torso. The Flea would have to fight the rest of this battle with only its rear-mounted flamer. Meanwhile, the Locust and Mongoose were tearing into the Benevolent’s rear armor. A minute after the first shot was fired the pair had stripped away half the rear armor and destroyed the left torso’s PPC and three heatsinks.

Despite the loss of the heatsinks and PPC, the Benevolent proved resilient and very capable of heat management. It ripped into all four ‘Mechs, exacting revenge for the rear attacks. The Flea lost the rest of its right torso and was hamstrung by upper-leg actuator damage. The Locust lost its right torso and arm when a PPC clipped it in the back. And, both the Panther and Mongoose lost a torso too. The Panther bore most of the Benevolent’s wraith, losing lots of armor and it cherished PPC. Its center torso structure was evaporated in just over two minutes.

Taking cover in a slightly elevated section of heavy woods the Benevolent held the advantage over the three remaining ‘Mechs as it forced them to use the short dimension of the canyon, keeping them ever in range of its PPCs and LRMs. The Locust and Mongoose darted around trying to get shots into the rear and avoid the Benevolent’s big guns. Their tactic was somewhat successful, but their actions left the Flea exposed and vulnerable as it desperately tried to put its rear-flamer to some use. The Flea’s pilot had to bail out as the Flea smashed to the ground. The Benevolent had ripped of the Flea’s right leg and severely damaged the gyroscope and engine.

Holding its perch in the heavy woods the Benevolent began to successfully split is fire between the Locust and Mongoose. It looked as though the tables had turned against the light lance as the Mongoose took a hard hit that stripped its remaining arm of armor and destroyed its upper arm actuator. But the Mongoose retaliated with a lucky long-range medium laser hit that managed to cut through the woods and strike the Benvolent’s damaged head. The Mongoose has struck the head two other times earlier in the battle.

Fang’s Benevolent scores 2 points over 18 rounds, failing the mission.

Agamemnon

The lance leader’s opening shot missed. But, the shots from coldwave’s 95 ton Agamemnon battlemech did not miss, showering the Panther with LRMs. The Panther quickly began looking for cover and elevation from which to send in support fire from its PPC. The Flea cut the distance between the Agamemnon and itself in half, getting its large laser just into medium range, while the Locust and Mongoose closed for the brawl. The Agamemnon focused its attention on the Flea next. The Agamemnon’s LRM barrage destroyed the Flea’s left torso and stripped the right torso of armor and a heatsink.

It took the Locust-Mongoose team a mere thirty seconds to streak into the Agamemnon’s rear arc where they scoured away the right torso’s armor. They also found a weak spot in the rear center torso through which to damage the engine. And, as if that were not enough, the Agamemnon’s right arm had taken most of the enemy fire in those thirty seconds, which the Mongoose finished off with a shot to the Agamemnon’s triceps, clipping the limb off at mid-humerus. Shook by the sudden wave of heat and the speed of the attack, the Agamemnon’s pilot jumped the ‘Mech into a slightly elevated tree stand near the canyon wall. The tree stand provided some protection from the swarming Locust and Mongoose and gave the Agamemnon’s LRMs a slight range advantage against the positions taken up by the Panther and wounded Flea.

The Agamemnon exchanged fire, primarily with the Panther for the next 50 seconds. The Agamemnon managed to weather away the Panther’s right arm and torso armor and clip the left leg off the Flea. The Flea fell to its chest damaging its engine and destroying it flamer. For its efforts, the Agamemnon lost its left arm armor and a medium laser. Frustrated by the heat and out of LRM’s the Agamemnon’s pilot finally caught a break from the Locust, which was out of position, and seized the opportunity to move in toward the Panther and Flea. What started out as a good maneuver ended in a nightmare as a rear shot from the Mongoose hit both the engine and the gyroscope. What the Mongoose hadn’t expected was for the Agamemnon to torso twist and exact revenge. The assault ‘Mech’s large and medium laser tore through the Mongoose’s chest and obliterated its gyroscope. The Agamemnon’s pilot managed to keep the ‘Mech upright despite the new wave of heat and gyroscope hit. It moved forward and used SRMs to finally destroy the pesky Flea, which had actually had gained its feet and was continuing to fire its large laser.

The Panther and Locust drove in close to finish what the Mongoose had started in the Agamemnon’s rear. The Agamemnon tried to maneuver its back into the canyon’s wall, but the Panther beat it there. The lance leader flashed his PPC into the Agamemnon’s back one last time. The blue lightning bolt, chased by four SRMs, destroyed the Agamemnon’s gyroscope and the last of the center torso’s internal structure.

coldwave’s Agamemnon scores 1 point over 13 rounds, failing the mission.

Siren

The lance leader’s opening shot missed. But, the shots from Fang’s 95 ton Siren battlemech did not miss, melting all the armor off of the Panther’s left arm. Undaunted by the blast the Panther pressed forward as the Flea cut the distance between the Siren and itself in half, getting its large laser just into medium range Meanwhile the Locust and Mongoose closed for the brawl. The Siren focused its attention on the slower moving Flea next, ripping of its right torso to silence the Flea’s large laser. Seconds later, another flash of lightning from the Siren’s PPCs ripped the right torso off of the Locust; thereby removing one of its machine guns.

The Siren’s ferocity and speed kept the light lance off balance for the first thirty seconds of the skirmish. But then a medium laser lanced through the center torso damaging the gyroscope and two engine shields, which spiked the heat to twice the ‘Mech’s heatsink capacity. However, all was not lost. The pilot managed to keep the Siren on its feet. And, he had maneuvered the Siren between the canyon wall and a large outcropping, which gave it some protection while it cooled down. Plus the outcropping hindered the lance’s attack angles and slowed them down.

The Siren weathered the lance’s initial barrage as it cooled and was finally able to step forward and partially out of the line of fire. The Siren beamed a laser into the Flea’s chest, damaging the gyroscope and coring the center torso. Carefully balancing the heat, the pilot began targeting the Locust. Just as the targeting radar locked on the Locust, the Siren shook violently and fell face forward to the ground. The lancer leader’s SRM rack had sent a full salvo into the Siren’s back, utterly destroying the engine and gyroscope.

Fang’s Siren scores 1 point over 10 rounds, failing the mission.

Round One Facilitator’s Notes

Holy smoke! What happened? By my numbers this should have been a fair enough fight that could easily swing either way. All but the Siren had a higher battle value that the test ‘Mechs I sent through the scenario. Normally, I wouldn’t have thought 5 tons would make such a big difference.

Your ‘Mech vs. Lance
Weight: 95 vs. 100
Battle Value: 1506, 1555, 1569, 1294 vs. 1992
Point System: 475 vs. 500

During testing, the Thunderstroke beat the light lance, though by the skin of its teeth. So I expected the competition entrants would do well as long as nothing really bad and unusual happened. I was wrong. Not only did they struggle, but bad things happened too. So, ¾ of the way through I decided I had better send another one of my ‘Mechs through the scenario. I was beginning to worry I had flawed something in the scenario or had not handled the ‘Mechs properly. So, I sent the Ripper through to see what would happen with a short-range mech. The ripper destroyed the light lance in 10 turns, four of which it had no target to shoot at in range or in line-of-sight.

I have come to a couple of conclusions. First, all the entrants follow a support ‘Mech design theory with a long-range weapons focus. They have range and accuracy. But from the Ripper test, I would hypothesize that what is needed is some stopping power. Scattered hits from a few medium lasers didn’t get that job done. (It is also worth noting that the map favored long-range support designs. Despite a few outcroppings and trees, long-range weapons almost always had a shot.)

Second, failure to quickly destroy the Flea spelled doom. I chose the Flea for two reasons. One, the large laser made it dangerous enough that it could not be ignored. And two, it has very light armor and should be easily destroyed. Yet, it often absormed a PPC blast or a few LRM salvos. It especially caused problems when it stayed in tact with the large laser. It also made a tempting target when maybe one should be risking higher to-hit numbers against the Mongoose.

Third, the Mongoose performed well beyond my expectations. Frankly, it kicked the crap out of your ‘Mechs. If there was one single stroke of bad luck that affected all of the entrants, it was that the Mongoose was on the roster.

So, based on this experience, my predictions for the second round are grim. The Shadow Cat Prime decimated my Thunderstroke on a densely light-wooded map. I suspect the same will happen to you most of your ‘Mechs. However, all your ‘Mechs should hold a distinct upper hand against the Atlas in round three.

Good Luck!
Dester
05/01/08 06:43 PM
216.57.96.1

Edit Reply Quote Quick Reply
I have always liked and respected the mongoose design.

4 mechs totaling the weight of one heavier mech always have the advanate because one can chew at the weak rear armor vs pounding out on the front armor. There is also the fact of the mech construction rules that gives 10 free heat sinks, Light lance had 40 free heat sinks of weapon use vs. 10 for the assult mech in the trial.

If there was any bad handleing of the heavier mechs it was manvering into a point where all 4 mechs would be able to pound on it at the same time and or letting mechs get into its rear arc. Some times that can't be helped but something to consider when your piloting a slow heavy mech vs a lighter faster numericaly supeiriour force. That it did as well as it did considering the circumstances, im quite pleased.

Most of us designed our mechs in such a way as to not be vulnerable from lighter faster mechs with a long range weapon. If any of these mechs would have met the light lance and had its max range weapon shorter then a PPC the panther could have jumped all over creation and eventually killed the Assult mech solo, with out a scratch recieved in return.

It looks like your light lance got a few lucky crits/ head hits that can make all the difference early on to the solo mech, not as much to a single mech in a lance. In all fairness each match should be run 10+ times to rule out the luck factor, but that would take to long.

I would be interested in the stats of your Thunderstroke and Ripper mechs, especially the ripper because if its all short range weapons, the light mechs should have used their speed to keep out of range untill they could all pounce in where it would have little effective weapon use (think rear arcs).

I'll be very interested to see how the mech preform vs the shadowcat, i dont' think it will be near as dire as you think. So we shall see. Thanks for running this.
KitK
05/01/08 11:33 PM
69.11.32.73

Edit Reply Quote Quick Reply
I appreciate your comments. I hadn't thought of it in terms of free heatsinks. I make the assumption that access to the rear arc gives the lights an even chance. Though they also got more than their fair share of lucky breaks. The Ripper might not have been a fair test to compare against, but I also wanted to see how a different type of 'Mech handled the situation too.

Ripper
3/5/[3 (correction from above)]
82% Armor (H9; CT37/10; RT-LT27/7; A27 L31)
2AC20 (RA/LA) (4 tons ammo) (Flippable, ie no hand or lower arm actuators)
1SRM6 (LT) (1 ton ammo)
Max weapon heat 18, heat dissipation 16.
BV:1407
Cost:8,850,075

Thunderstroke
3/5/0
98% Armor H9; CT44/45 RT-LT30/10; A31 L39)
1LL (RA/LA)
2AC10, (RT/LT) (4 Tons Ammo)
7ML (RA2/LA1/CT2/RTR1/LTR1)
Max weapon heat 35, heat dissipation 15.
BV:1399
Cost:8,730,540
Fang
05/02/08 06:07 AM
151.193.203.13

Edit Reply Quote Quick Reply
Hrmm....me thinks perhaps a few tweaks are needed for me mechs. Perhaps replacing the LRM5 with an SRM4 would have helped a bit in this situation, or maybe a rear mounted weapon or two. I could drop the LRM all together in favor of more medium lasers ( that would add 3 extra lasers). Very interesting round. I am actually not too disappointed in either design.
One by one, the rabbits are stealing my sanity.....


Edited by Fang (05/02/08 08:12 AM)
KitK
05/07/08 04:51 PM
69.11.32.73

Edit Reply Quote Quick Reply
“Ceti Lead to Command, we have engaged primary target epsilon. I repeat, ‘we have engaged epsilon.’”

“Roger Ceti Lead, epsilon engaged. Command to Rogue Striker, you are cleared to sack the quarterback in grid queen fourteen. Over.”

“Roger Command, Queen One Four. Rogue Striker is breaking huddle.”

Rogue Striker barely had fifteen seconds to pick his way through the flat, lightly wooded terrain before the Clan Shadow Cat blipped up on his radar. The pilot was recklessly crashing through the woods toward the skirmish occurring only a few hundred yards behind Rogue Striker. He flipped his radio to broadcast on an open frequency. “Hold it right there you Shadow Cat tube baby! rasped Rogue Striker into the mic. You and I are gonna’ have a little dance. I challenge you to single combat.”

Freebirth surat! I am Star Commander Raqel. And, you will address me properly if you want me to honor you with single combat,” barked the Shadow Cat’s pilot. “Not that I would honor such low-life, freebirth, surat scum,” she added with a tone of contempt.

Rogue Striker pushed his 95 ton assault ‘Mech into run. He was going to have to crash some trees himself to intercept the fast moving Shadow Cat. He swung his ‘Mech around a grove of trees and continued his taunting. “Well, well, you can almost trash talk as good as that low-paid mercenary I killed last month. But can you fight as well as he did?”

The radio stayed dead. The ploy wasn’t working. Rogue Striker was still out of position and Raqel had adjusted her vector to avoid him. Rogue Striker eased his ‘Mech to a standstill and keyed the mic. “You know Raqel, I’m glad to be here fighting you Clanners today. My great, great granddaddy helped force the whelp Kerensky and his pitiful Star League Defense Force out beyond the rim back in 2784. What a proud day that was! Say Raqel, who’s your blood heritage?”

Rogue Striker’s radar showed that the Shadow Cat had suddenly stopped. His little lie had finally gotten Raqel’s attention. Raqel’s voice suddenly growled across the airwaves, “I am Star Commander Raqel of Bloodhouse Kerensky. I killed this Shadow Cat’s pilot with my bare hands and took his ‘Mech as isorla for making light of my Bloodhouse. You are unworthy of single combat and the honor of Zellbrigen, and I grant you neither. But I will kill you nonetheless. Look to the sky Rogue Striker! This is the last day you will see the sun.”

Raqel sprung her Shadow Cat toward Rogue Striker at full speed. He flicked his radio back to a secure channel. “Rogue Striker to command, the quarterback has scrambled. I sure hope this was a good idea. Over.”

“Copy that Rogue Striker,” responded Command. “We heard her message. Good luck. Command out.”

Siren

The Siren and the Shadow Cat both drew first blood on their opening shots, even though they had to shoot through a grove of trees; but trees would be a common obstacle on this map. The Siren’s pilot had overheated slightly but had it under control until the Shadow Cat’s second volley slipped through a front armor imperfection and damaging the Siren’s engine shielding. What followed was fifty long seconds of jockeying for position and brutal fighting. The Shadow Cat stripped tons of armor of the Siren’s right arm and torso. But, it was the Siren that struck the first blow that that started the domino effect of events to the end. Carefully balancing heat and risk, the Siren flashed its PPC into the Shadow Cat’s right arm, destroying its devastating Gauss rifle.

Within seconds of losing its Gauss rifle, the Shadow Cat retaliated by lancing off the Siren’s left arm and removing another ton of armor. But the maneuver had left the Shadow Cat out of position, so it jumped out to safety. At the same time the Siren backed up, preventing the Clan ‘Mech for jumping into its rear armor when it came back. Although the Shadow Cat couldn’t jump to the Siren’s rear it could run there by engaging its MASC again. The pilot engaged the MASC, but instead of a burst of speed the ‘Mechs actuators erupted in arcing electricity as the system shorted out. Plagued by heat and still unable to avoid the medium laser fire, the Siren was about to move forward to deliver a punch and kick when its right torso was suddenly sliced off.

The Siren backed through some trees and turned its back to the Shadow Cat. At least from this angle it had some torso armor and could shoot back with the rear mounted medium laser while it cooled down from his right arm’s last desperate shot. Even with the trees the Shadow Cat was easily melting off the rear armor. The Siren’s only hope was to get behind the Shadow Cat and kick it to death, and fast! With its engine cooled, the Siren quickly closed with the Shadow Cat, weathering medium laser fire every step of the way. The high risk paid of as the Siren delivered a kick to the Shadow Cat’s shin. As the Shadow Cat struggled to keep from falling the Siren moved into the Shadow Cat’s right rear sector lining up for a second kick. But the Shadow Cat torso twisted and blew off the Siren’s right leg causing it to crash to its back instead. The crash completely smashed the Siren’s gyroscope in three places. The Siren’s pilot squirmed the ‘Mech around without the aid of the arms and a leg, desperately trying to line up the rear laser. Meanwhile, the Shadow cat stood there mercilessly firing medium lasers into its fallen opponent.

Fang’s Siren scores 0 points and fails the mission.

Agamemnon

The Agamemnon and the Shadow Cat both drew first blood on their opening shots, even though they had to shoot through a grove of trees; but trees would be a common obstacle on this map. Immediately seizing an opportunity, the Shadow Cat jumped to cover and took an unopposed shot, burying a Gauss slug deep into the Agamemnon’s right torso. But the Agamemnon returned the favor, taking its own unopposed shot, using its massive large lasers to melt off the Shadow Cat’s left leg armor and destroy a jump jet.

The Agamemnon’s pilot proved to be wily and seasoned as he carefully maneuvered his ‘Mech to keep the Shadow Cat in his forward arc and force the Clanner to react rather than act. The two ‘Mechs exchanged fire for well over a minute, battering at each other’s armor. Rarely did the Shadow cat find a firing position where the Agamemnon couldn’t sneak in an LRM or medium laser. However, the Shadow Cat’s deadly Gauss rifle finally smashed the Agamemnon’s right torso destroying an LRM in the process.

Taking a risk, the Shadow Cat moved in close, tearing at the Agamemnon’s armor. But the Agamemnon’s pilot drove the Shadow Cat back with an alpha strike of its remaining weapons. Both ‘Mechs again moved into cover, firing through the light brush at each other. Time of Death 2 minutes 10 seconds (13th round if you are superstitious). A gauss rifle slug zipped through the leafy canopy, decapitating the Agamemnon and killing its pilot.

coldwave’s Agamemnon scores 0 points and fails the mission.

Benevolent

The Benevolent and the Shadow Cat both drew first blood on their opening shots, even though they had to shoot through a grove of trees; but trees would be a common obstacle on this map. The Shadow Cat pummeled the Benevolent with its Gauss rifle for a full minute in a half without a miss. Twice the rifle sliced through the rear armor, narrowly missing critical components. The medium lasers did their share of damage too, ventilating the ‘Mech’ head. The three weapons combined to tear off tons of armor, damaging the gyroscope and engine.

But the Benevolent was not going silently into the night. The pilots tactical ingenuity and heat management skills kept the Clanner off balance (aided of course by a trio of PPCs). Though not as efficient and the Clan ‘Mech’s weapons, the PPCs were taking their toll on the Shadow Cat, particularly to the left leg and right torso. The Shadow Cat’s Gauss rifle finally missed, which became an omen of doom when a PPC responded by cutting through the right torso armor. It fused together a full ton of Gauss ammunition. The Shadow Cat moved in, making its final Gauss shot an easy one to the right leg. But, the Benevolent landed two of three PPC and a medium laser to finish off the right torso, strip the left of its armor, and blow off the left leg. The Shadow Cat slammed to the ground destroying its active probe.

The Clanner was magnificent! Engine ¾ gone, one leg, only three jump jets, and against the odds, she stood her ‘Mech up. Massively overheated from the last strike the Benevolent was barely able to fire its medium lasers as the Shadow Cat jumped for cover, gracefully alighting the first of four incredible landings. The Benevolent began carefully moving in to finish the target and prevent the Shadow Cat from getting too deep into the woods while maintain line-of-sight. Medium lasers and PPCs lanced between the trees as the two ‘Mechs continued to batter each other. The Benevolent marched through the trees as the Shadow Cat jumped from tree stand to tree stand.

The Shadow Cat landed its last two shots. One sliced a couple of ribs out of the Benevolent’s left torso structure, and the other scored across the left thigh. But the Benevolent beamed a medium laser and PPC into the Shadow Cat’s center torso, finishing off the engine and destroying the MASC as they cored the torso.

Fang’s Benevolent scores 4 points and accomplishes the mission.

Banshee

The Banshee and the Shadow Cat both drew first blood on their opening shots, even though they had to shoot through a grove of trees; but trees would be a common obstacle on this map. From the start the Banshee and Shadow Cat both found a sweet spot in each other left torsos. Within 40 seconds the Shadow Cat had destroyed three heatsinks in the Banshees left torso, and the Banshee had destroyed the Shadow Cat’s left torso jump jet and active probe.

The Shadow Cat slipped a Gauss slug through the trees ripping off the Benevolent’s left torso. Fortunately, most of the Banshee’s weapons were center to right. The Benevolent retaliated with three medium lasers giving the Shadow Cat’s pilot an engine hit to worry about. The Benevolent backed into a grove of trees as the Shadow Cat maneuvered to the Benevolent’s right rear side to take advantage of its first good opportunity at a rear shot. But the Shadow Cat missed, landing only one medium laser. The Banshee’s medium lasers did not miss as it torso twisted to face its enemy, smashing its armored fist into the Shadow Cat’s right torso too.

The Shadow Cat needed to land some hits and get some control over the tempo of the battle, but the Clanner couldn’t take the pressure, missing all of her shots. The Banshee was able to close to range again, lancing two of its three medium lasers into the center torso, further damaging the engine and coring the medium ‘Mech’s light frame.

Dester’s Banshee scores 4 points and accomplishes the mission.

Round 2 Facilitators Notes

This round didn’t start well. The first shots fired hit the Siren’s engine and gyro. The Shadow Cat also lost its Gauss rifle ammo so I thought it might be fair still. But I did such a terrible job of protecting the rear armor that I declared a fault at the end and reran the round. But there it was again, an engine hit in the second round. If you ever write fluff on the Siren again you might have write about its weak engine shielding or center torso armor flaws. When the heat was down, the Siren’s speed definitely helped keep the rear torso safe.

Out of curiosity and for the sake of argument I reallocated the Agamemnon’s fatal head hit and played out the scenario. It was brutal. But the Agamemnon did well even with an engine hit and eventually two engine hits. It came down to one of those firing rounds where, if one or the other hits the center torso, the game is over. The Shadow Cat gave killing hit again. The Agamemnon’s jump jets were a huge asset. Also, it won, perhaps, ¾ of the initiative roles, which helped it a lot.

I did the last two ‘Mechs about five days after the first two, and it was like a whole different scenario. It was very decisive. I have learned to appreciate the Benevolent’s heatsinks. It can take and engine hit and still keep up serious weapons fire without massive overheat. Also, congratulations for being the first ‘Mech to survive one of my scenarios (though the Banshee wasn’t far behind).

I doubt I'll get to start "To Crumble Atlas' Pillars" (a.k.a. Round 3) until next week. And I expect it to take 2 weeks.

Standings after round 2

Agamemnon 1
Banshee 7
Benevolent 6
Siren 1
Fang
05/07/08 08:34 PM
151.193.203.12

Edit Reply Quote Quick Reply
Hmmm....second is not so bad, and the competition is already half over.
One by one, the rabbits are stealing my sanity.....
Lafeel
05/07/08 08:44 PM
157.157.105.255

Edit Reply Quote Quick Reply
It would seem it's a two horse race now, but then again..The ole AS-7D is one tough mother, especially in level 1
Fang
05/07/08 09:02 PM
151.193.203.12

Edit Reply Quote Quick Reply
Seems so. nvr know, though. I always tried to take down the ASD first thing everytime I saw one. Those things scare me.... Actually, I am a bit more concerned about facing the lance of customs in the following round.
One by one, the rabbits are stealing my sanity.....


Edited by Fang (05/07/08 09:13 PM)
Lafeel
05/07/08 09:25 PM
157.157.105.255

Edit Reply Quote Quick Reply
If you can get a hit to those big ammo supplies (like say the ac-20 ammo) before it can actually use it, the Atlas is easy prey..

But yea, I think that those customs could be a pain in the posterior, especially if their designer is the one using them (after all the designer would be the one to know their strengths and weaknesses best, no?)
Fang
05/08/08 11:17 AM
12.47.205.126

Edit Reply Quote Quick Reply
Fluff for the Siren. Typed it up kinda quicl so please excuse any mistaes or omissions.

Stonkin Mechs Inc was in a need of a heavier mech to supplement its thinly dispersed garrison forces. The 3rd (?I am VERY poor at remembering timelines, so please forgive me if this is not consistant actual CBT canon.) succession war was well under way, mech production was almost at a standstill, and the Great Houses were not about to share any of their machines with an unpredictable mercenary unit such as the SMI. Stonkin leader Bob Stonkin contacted his uncle Fenway Stonkin who was in charge of supply and procurement for Ground Zero Salvage and Technology with his dilemma. Uncle Fen interceded for Bob with the young man’s estranged father and was able to get a new mech designed and into production for the struggling mercenary group.
The Siren is a 95 ton assault mech. When compared on a one to one basis with other assaults its own weight or even lighter, most feel it comes up lacking. It has an above average speed for its size, but the weight of its gigantic fusion engine comes at the cost of weapons and armor. The weapons payload is akin to that of a lighter heavy mech, say an under armed Marauder. Each arm carries particle cannons with backup provided by the torso mounted medium lasers. The 15 and half tons of standard armor provide mediocre protection, while the 15 heatsinks appear to be inadequate to dissipate the heat of weapons fire by today’s standards. One problematic flaw that plagued the Siren in early production was sub par engine shielding. For some reason the machine was prone to reactor failure and shield breaches. A glancing blow could pierce the reactor easily. Ground Zero took measures and replaced the GZT produced engine with the more common General Motors 380 rated engine. Designers hoped this may alleviate the poor shielding issue. Still, it is not prudent to discount a 95 ton mountain of metal, no matter its flaws. In the hands of a competent pilot and in conjunction with supporting units, the Siren can be a force to be reckoned with.
The Siren saw production for a period of time until around 3030 when the facilities came under attack. While repairs were made successfully, the line was never brought back on line due to costs and lack of materials.
There are still a limited number of Sirens in use today. Most are in storage at the main Ground Zero facility while a few are in active use with Stonkin Mechs Inc and various other mercenary units.
A possible upgrade has been proposed. It involves upgrading the existing standard engine to an XL version, adding an additional Large Laser and two arm mounted medium lasers. Armor coverage is brought up to 18 tons standard armor. 18 double heatsinks handle the job of dissipating heat. The newer version has been made more mobile by mounting four huge jumpjets in the mechs legs.
One by one, the rabbits are stealing my sanity.....


Edited by Fang (05/08/08 11:23 AM)
KitK
05/31/08 12:36 PM
142.165.27.247

Edit Reply Quote Quick Reply
I have finally started round 3 and have the fluff written. Hope to have the round done mid to late next week.
KitK
06/05/08 06:10 PM
142.165.27.247

Edit Reply Quote Quick Reply
Colonel Schloufer stared at the low ceiling of his tent, mindlessly watching the fabric ripple in the breeze. It was a much needed, relaxing moment, as a pair of songbirds serenaded each other in the overhanging tree limbs. Even the dull thuds and mechanical whirs from the crews working on the dropship’s wreckage had a peaceful rhythm to them. But, flashbacks of narrowly surviving the harrowing dropship crash continued to rob the Colonel of his relaxation. Worse yet, burying most of the ship’s command staff and a quarter of the technicians onboard had a way leaching away a person’s peace. At least the moaning from an adjacent medical tent had stopped. The poor kid had either gotten better or died.

A voice crisply sounded out of the walkie-talkie beside the cot, but it was all mumbling to Colonel Schloufer. “I suppose that is Ensign Price reporting in. Poor kid,” he thought to himself. Price was a green spacer who had suddenly found himself to be the ship’s ranking officer.

“Price to Schloufer. Do you copy? Over.”

Colonel Schloufer sat up and stared at the tent floor as he collected his thoughts. He picked up the walkie-talkie and waited for Price’s third attempt to contact him. “Ensign Price to. . .”

Colonel Schloufer cut Price off, “Price did I or did I not forbid you to use our ranks over unsecured radio channels?”

“Yes Sir! You did, Sir! Sorry Sir! It won’t happen again, Sir!”

“Report Price!” snapped the Colonel.

“Sir, would you like the good news first or the bad news?” inquired Price.

Schloufer’s face turned deep red and spit spattered from his mouth has he screamed into the walkie-talkie. “Price, we’re on a crash site in a war zone not the in third grade! There is no such thing as good news. Now report!”

Price quickly began the report. “Yes, Sir. The 71st Blackwind’s technicians managed to tie in your lances’s battlemech engines to the ships power grid. However, there is still not enough power to get any weapons on line. The power sources are just too different. But we were able to get the radio going and charge up the long-range sensor dish. We’re in the middle of a sensor sweep now. HQ is sending salvage crews and vehicles, medical evacuation units, battlemech reinforcements, and three ‘Mech pilots. Unfortunately, they won’t arrive for another 20 hours. But, by then we should have everything salvageable unloaded and ready to go; we were lucky, in that aspect, to be carrying the 4th Battalion’s technical crews. Three more injured people died this morning: technician Vanessa Wright, security corporal Roger Waynes, and gunner 1st class Sharon Deerbourough. And lastly, we finally cut through to the berths where your lance and technical crew were assigned. Sir. . . Sir, I’m sorry, Sir, but there was nothing but burned out twisted metal. Price’s voice cracked and stuttered with fear. “Sir, we couldn’t even find remains to bury.”

Colonel Schloufer hung his head for a moment, then he snapped it skyward, exhaling forcefully while shifting his jaw side-to-side grinding his teeth. His only daughter had been in his lance, and his youngest son was his personal technician. “I know, Price. I know,” Schloufer quietly rasped. But knowing hadn’t made hearing it any easier.

“S-Sir,” stammered Price, “I know this is not good timing but I just got the sensor report. There is a vehicle and “Mech convoy vectoring in from enemy territory; ETA 20 minutes. There is also another ‘Mech out it front, ETA 10 minutes. We can’t tell what it is, but it is too big to be a scout, unless it is a Charger. I’ve dispatched a ground crew to your Atlas. Over.”

Schloufer steeled himself. “Nothin’ like kickin’ a guy when he’s down,” he said aloud to himself. “Schloufer to Price,” he barked into his walkie-talkie, “I’m on my way. Schloufer over and out.”


Agamemnon

Colonel Schloufer easily spotted the Agamemnon from his elevated, heavily wooded, defensive position. The Agamemnon’s pilot easily picked up the Colonel’s Atlas on radar too, as the Agamemnon stepped out of the river. Finding a downed dropship and an Atlas on the top of a hill wasn’t exactly difficult. The Atlas began raining down LRMs on the Agamemnon the moment it stepped inside the missile’s 630 meter range. The Agamemnon answered in kind with its twin LRM-15 launchers. Although the Agamemnon had reached a short ridge for cover, the Atlas was easily lobbing its LRMs over the top. So, the Agamemnon stepped into a heavy tree stand of its own atop the east side of the ridge. From here the Agamemnon spent its LRM ammunition while adding a large laser to the mix. Overheated and out of ammunition the Agamemnon jumped off the ridge and began maneuvering to its next firing position, firing large lasers as heat permitted, while the Atlas finished off its own LRM ammo. The Agamemnon’s LRMs had scattered damage all over the Atlas, especially in the right torso. The Atlas had not done as well, but it had formed nice hit groupings in the Agamemnon’s side torsos and right arm.

Out of LRMs, the Atlas pushed out of the woods toward the Agamemnon, which was working to keep just 300 meters from the Atlas, where it would be out of range of the Atlas’ short-range weapons but at medium range for its own large lasers. The Agamemnon’s lasers burned into the Atlas’s right torso structure as it advanced. The Atlas was closing quickly firing all its short range weapons but largely missing. As the Atlas was about to close to short range the Agamemnon fired a short-range alpha strike combination and jumped to cover.

The Agamemnon’s backward maneuvering could not keep the running Atlas’s AC-20 out of short range forever. The big gun slammed the Agamemnon’s left torso, but the armor held. The Agamemnon once again jumped atop the ridgeline forcing the Atlas to slowdown and approach carefully. Rather than waiting for the Atlas to fully approach and be forced to react, the Agamemnon jumped across the ridge adjacent to the Atlas. Swinging its torso around the Atlas’ heavy gun and SRM’s all but ripped the Agamemnon’s right torso off destroying a pair of medium lasers. But the Agamemnon delivered its own short range barrage tearing of the Atlas’ own right torso, the last missile in touching off a full ton of AC-20 ammunition. The shell of the Atlas swooned and fell to the ground belching black smoke and flames.

coldwave’s Agamemnon accomplishes the mission and scored 5 points (destroyed Atlas with 49% armor damage and critical damage).

Banshee

Colonel Schloufer easily spotted the Banshee from his elevated, heavily wooded, defensive position. The Banshee’s pilot easily picked up the Colonel’s Atlas on radar too, as the Banshee stepped out of the river. Finding a downed dropship and an Atlas on the top of a hill wasn’t exactly difficult. The Atlas began raining down LRMs on the Banshee’s head the moment it stepped inside the missile’s 630 meter range. The Banshee answered in kind with its own LRM-20 launcher. As the Banshee reached a short ridge for some cover, the Atlas’s missile barrage blew through a week spot in the Banshee’s center torso, damaging the engine. Meanwhile, the Banshee’s own LRMs and PPCs where glancing harmlessly off the trees protecting the Atlas.

The Banshee raced along the ridgeline toward a tree stand firing only its LRM to cool down. A flash of smoke rose form the opposite hill as the Atlas rained more LRMs onto the Banshee’s head, destroying the life support system. The Banshee pilot thought to himself, “It’s my turn now you lucky *&%@$^* as he finally stepped his ‘Mech into its own protective tree stand. From here it could blast away with its PPCs and LRMs and force the Atlas to come out of hiding. And, indeed he did flash a PPC squarely into the Atlas’ center torso. Time of Death 1 minute 10 seconds. . . the Atlas’s missiles streaked through the heavy boughs of the tree as if they were being guided by an invisible banshee, slamming for the third time, into the Banshee battlemech’s head.

Dester’s Banshee fails the mission and scores 0 points (‘Mech destroyed while giving the Atlas less than 25% damage).

Siren

Colonel Schloufer easily spotted the Siren from his elevated, heavily wooded, defensive position. The Siren’s pilot easily picked up the Colonel’s Atlas on radar too, as the Siren stepped out of the river. Finding a downed dropship and an Atlas on the top of a hill wasn’t exactly difficult. The Atlas began raining down LRMs on the Siren the moment it stepped inside the missile’s 630 meter range. The Siren answered back with a PPC to the right torso as it rushed toward a short ridgeline between it and the Atlas. But, as the Siren stepped up on the ridge a third salvo of missiles from the Atlas racked across the Siren’s torso, blowing through a weak spot in the armor, damaging the engine and destroying a medium laser.

Making a sharp left turn, the Siren’s pilot begin running away from the Atlas along the ridgeline. The Atlas continued to rain down LRMs blowing through a week spot in the rear armor too, but this time without causing further damage. Finally, the Siren stepped off the edge of the ridgeline into an open space at its PPCs maximum range and began firing back. It was rough going with the constant hail of LRMs, but the Siren was beginning to melt down the Atlas’ center torso armor to critical levels as it finally ran out of ammo and began charging out of the woods.

Backpedaling, the Siren stayed out of the Atlas’ short range for nearly a minute, alternating PPC blasts as it went. But, undaunted the Atlas marched forward. The AC20 roared and flamed, tearing a huge gash in the Siren’s right torso, damaging the gyroscope and engine. A salvo of SRMs chased the AC tracers through the gap, giving the Siren’s engine its final blow.

Fang’s Siren fails the mission and scores 1 point (gave Atlas 36% armor damage)

Benevolent

Colonel Schloufer easily spotted the Benevolent from his elevated, heavily wooded, defensive position. The Benevolent’s pilot easily picked up the Colonel’s Atlas on radar too, as the Benevolent stepped out of the river. Finding a downed dropship and an Atlas on the top of a hill wasn’t exactly difficult. The Atlas began raining down LRMs on the Benevolent the moment it stepped inside the missile’s 630 meter range. The Benevolent answered in kind with its LRM-5 launcher. Then, stepping up onto the ridgeline formed by an ancient glacial esker, the Benevolent’s PPCs came into range, lighting up the sky between the Benevolent and Atlas.

The Benevolent quickly maneuvered into a heavy tree stand of its own atop the east side of the ridge. From here the Benevolent blasted away with its three PPCs and LRMs, shrugging off the few LRMs that penetrated the woods. For over a minute the Benevolent and Atlas exchanged long-range fire from their defensive positions. Finally, out of ammo and severely battered, the Atlas began its charge off the hill and out of the trees to challenge the Benevolent’s position with its AC-20. In response to the charge, the Benevolent’s PPCs lashed out at the Atlas for thirty seconds, ending in a close-range alpha strike. The charge cost the Atlas dearly, losing all of its head and left armor, a heat sink, an upper leg actuator, an empty ammunition bin, and some engine shielding.

Carefully, firing its weapons into a cool down, the Benevolent stood its ground as trees wavered and fell around it. Failing to penetrate the woods, the Atlas continued its advance toward the Benevolent, marching up the low ridge. But the Benevolent sprang out of the wood to the base of the hill below Atlas. The Atlas turned and launched a short-range alpha strike into the Benevolent’s torso and right arm, destroying a PPC. But the Benevolent’s pilot maintained his balance, swing the ‘Mech’s massive fists at the Atlas’s damaged legs. The blows smashed off the Atlas’ right leg. The huge ‘Mech fell on its left shoulder, destroying it. Nevertheless, the Atlas managed to get to its feet as the Benevolent stepped in behind it. The Atlas’s rear mounted medium lasers flashed out at the Benevolent only to be repaid by a PPC blast and a pair of uppercuts smash into the lower right torso, destroying the AC-20. The Atlas flashed its medium lasers again to no avail. And, this time a double fisted chop took off the left leg, sending the Atlas smashing to the ground again. The Atlas’s pilot tried to squirm around to get its last arm mounted laser lined up for a shot. . . the Benevolent stepped away from the Atlas. . .

. . . to get its PPCs out of minimum range, and then loosed one last alpha strike that destroyed the gyroscope and the rest of the engine, and vaporized what remained of the cockpit.

Fang’s Benevolent accomplishes the mission and scored 5 points (destroyed Atlas with 29% armor damage and critical damage).

Round One Facilitator’s Notes

Luck has not gone the Agamemnon’s way, especially in round 2. It was fun to see it perform up to its capabilities this time, and have some good luck too.

A different day and the dice are different too. Luck was not on the Banshee’s side. Everything that could go wrong did. I did reallocate the last head hit, for the sake of interest, and refinished the round. But, the Atlas continued to tear the Banshee apart.

I can’t believe the Siren actually took another early engine hit and two armor blowouts. Even with the engine hit it was doing OK. But, it has a second weakness that was its undoing. With no equipment in the right or left torsos, all those critical hits transfer to the center. I know XL engines have their pros and cons, but in this case I’d say it would be a pro, if you are going to get engine hits anyway. Which, is of course, is exactly what Fang did is his upgraded version of the Siren, which is posted in a different thread.

The Atlas pilot that showed up to fight the Benevolent must not have gotten a good night’s sleep, or was drunk, or something. He couldn’t hit the broad side of a barn compared to how the prior three ‘Mechs got shredded by LRMs. Though, to the Benevolent’s credit, missiles or no missiles, it preformed great, and it beat the Atlas at its own long-range game. It also made for a great finale to round 3, with lots of fire works and fun.

Standings
Agamemnon 6
Banshee 7
Benevolent 11
Siren 2


Edited by KitK (06/05/08 06:18 PM)
Fang
06/06/08 08:23 AM
151.193.203.12

Edit Reply Quote Quick Reply
all I have to say is..Yay!
One by one, the rabbits are stealing my sanity.....
Lafeel
06/06/08 12:21 PM
157.157.189.43

Edit Reply Quote Quick Reply
Looks like the Benevolent is one tough mother..Fang, may I use the design in my own games, as long as I give you credit for it?
Fang
06/06/08 01:04 PM
151.193.203.12

Edit Reply Quote Quick Reply
Absolutely. As long as Ground Zero Salvage and Technology gets credit for it ( and I guess me too, as I 'run' GZT), use it all you want. Have fun! Course, if I had said no, how would I know you weren't using it anyway, and how could I stop you? : ) Any GZT designs you see posted are open for general public use. All I ask is that it be acknowledged that Ground Zero created them.
One by one, the rabbits are stealing my sanity.....
Lafeel
06/07/08 12:42 AM
157.157.189.43

Edit Reply Quote Quick Reply
Touché, but I am something of a rarity, I don't use stuff without either asking the author first (whenever that is possible), or if it's not, at least give him credit.

After all claiming someone else's design as one's own is idea theft, no?
Dester
06/09/08 11:01 AM
216.57.96.1

Edit Reply Quote Quick Reply
Ah, lady luck can be fickle at times. Don't matter how good the design is if the luck just don't go your way.
Lafeel
06/09/08 01:57 PM
157.157.189.43

Edit Reply Quote Quick Reply
Quote:

Ah, lady luck can be fickle at times. Don't matter how good the design is if the luck just don't go your way.



She aint no lady, but she is definetly fickle.
Fang
06/09/08 02:14 PM
151.193.203.12

Edit Reply Quote Quick Reply
yes. theft is bad, really bad.
One by one, the rabbits are stealing my sanity.....
Fang
06/11/08 01:56 PM
151.193.203.12

Edit Reply Quote Quick Reply
Just to let you and interested parties know, there are a ton of designs posted at www.solaris7.com under the armory Ground Zero Salvage and Technology. Check it out quick because in the next few weeks I will be redoing the whole armory and a lot of the mechs may be gone or replaced with different designs.
One by one, the rabbits are stealing my sanity.....
Lafeel
06/11/08 02:09 PM
85.220.112.229

Edit Reply Quote Quick Reply
Thought some of those designs looked familiar. Will do. (not a member myself, but I like to browse that site)

Edited by Lafeel (06/11/08 02:10 PM)
KitK
06/13/08 02:12 PM
206.163.224.8

Edit Reply Quote Quick Reply
First of all, after several weeks, I finally noticed that I made a considerable error in my reporting. The last report was labeled round 4 when it was actually round 3; my apologies for any confusion.

For rounds 4 and 5 I will forgo the usual amateur fan-fiction introduction and story-like recount of the action. I am lacking the time, energy, and creativity to do it.

Round 4 (the real round 4) Results

I set up a 2x2 map with a fairly clear central corridor and grouped the ‘Mechs at opposite ends, out of each other’s range. The plan for the challenge lance was to stand in the center using its long range weapons to batter the approaching home lance. Then when the home lance got close enough the challenge team would back away at an angle, two ‘Mechs each in opposite directions. This was to create a central kill zone and keep the ‘Mechs within support range and line-of-sight for each other.

The home lance’s plan was to run at the cluster, divide, and conquer. The Thunderstroke and Ripper were to push to close range while the Python and Sharpshooter added fire support and harassed the ‘Mechs supporting whomever the Thunderstroke and Ripper were trying to kill. As the clear front runner, the Benevolent was the primary target. (Sorry Fang, someone has to go first, and I was trying to keep it real. The front runner is a big target and the competition may even be so devious as to hang the Benevolent “out to dry,” as it were, in harm’s way. This was the least complicated.)

The highlights are thus:

The sharpshooter drew first blood with a long AC-2 shot into the Siren’s chest (closest target). Once in range of the LRMs and PPC the challenge lance proceeded to pummel the Thunderstroke. It died as it hit medium range when a laser shot from the Benevolent set off an AC10 ammo bin. But, the Thunderstroke’s dying blast gave the Benevolent an armor blowout destroying 2 engine shields. The Benevolent’s heat went so high it couldn’t move. The Siren’s heat was very high by then too, though it could still move one. I was pushing the Siren’s heat to try for the outstanding performance bonus. The home lance wasn’t able to capitalize on the overheats, hopelessly missing easy shots, save an AC20 shot from the Python, which blew through the center armor of the (you should have guessed it) Siren. (True to the rest of the competition, this round was full of armor blowouts and head shots too.) At this point the Agamemnon and Banshee began their retreats to create the kill zone. They were followed by the Benevolent and Banshee as they cooled.

The home lance took too long to finish off the Benevolent. They couldn’t get AC20 hits for anything. So the Benevolent and Siren cooled and continued the 4 on 3 pounding of the Ripper. The Ripper’s SRM finally finished off the Benevolent when a missile blew through another armor gap. The Ripper died the next turn. A barrage of light from the Agamemnon’s medium laser batteries melted away the last of the Ripper’s head.

The loss of the Tunderstroke forced the Python to cut across to help the Ripper with the Benevolent, and so Python was committed to pursuing the Agamemnon. I gambled that the Python could take the Agamemnon alone and had the Sharpshooter start working on the Banshee. I had the Banshee and Siren stick to their plan of support for the Agamemnon. The Agamemnon retreated some to a stand of trees so the Banshee and Siren began moving back toward the center, ignoring the Sharpshooter. The Sharpshooter seized the opportunity to get into the Banshee and Siren’s rear arc where it was effectively causing trouble. The Siren cooled turned and ran in, punching and kicking rather than overheating with its weapons. Eventually, the Siren smashed the Sharpshooter’s already damaged head, and then turned to get back into support range against the Python.

Meanwhile, the Python and Agamemnon were exchanging what amounted to small arms fire, ever so slowly reducing each other’s armor. The Banshee, however, had been pummeling the Python at medium range with PPCs and LRMs. A PPC hit a half-full AC5 ammo bin, ending the challenge. All of the remaining challenge lance ‘Mechs had enough armor holes or other problems that a well placed SRM could have killed them. But, that is a big “could have” when all the enemy targets are deceased.

coldwave’s Agamemnon completes the mission scoring 4 points.
Dester’s Banshee completes the mission scoring 4 points.
Fang’s Benevolent fails the mission scoring 1 point.
Fang’s Siren completes the mission scoring 4 points.

The bonus points go to. . .

Everyone did something worth noting. The Benevolent took an unfair beating but kept on ticking and causing lots of damage up to its end. The Agamemnon survived the home lance’s thrust and drew them off while holding its own. The Siren gave its best performance yet and really stepped up to the plate with its overheating and physical bashing of the Sharpshooter. But the Banshee just kept delivering the goods round after round. Even after an engine hit it didn’t let up. It is true the Banshee couldn’t have done this without its teammates; but the support damage it served up against the home lance more than paid that debt. Dester’s Banshee is awarded the 4 bonus points for an outstanding performance.

Standings after round 4

Agamemnon 10
Banshee 15
Benevolent 12
Siren 6
Fang
06/13/08 02:37 PM
151.193.203.13

Edit Reply Quote Quick Reply
well played by all. perhaps one day that can be run through again to see if the singling out of the Benevolent early on really did make a difference. Either way, I am not disapointed. Finally the Siren wasn't left face down in the dirt.
One by one, the rabbits are stealing my sanity.....
KitK
06/14/08 12:04 PM
206.163.224.8

Edit Reply Quote Quick Reply
Yes, that would be interesting to know. Also, I'd take a less direct and dangerous route to engage the challenge lance to mitigate, rather than showcase, their long-range capabilities.
Fang
06/14/08 03:20 PM
65.14.229.26

Edit Reply Quote Quick Reply
maybe work it a s a chance meeting, using randomly chosen mapsheets. then see what happens. Would be interesting if one had the time.
One by one, the rabbits are stealing my sanity.....
KitK
06/17/08 03:20 PM
206.163.224.8

Edit Reply Quote Quick Reply
Should I play this politically or in a vacuum?

Example of politically: To win the whole thing the Agamemnon must place first with the Banshee and Benevolent in 4th and 3rd. The Siren can't win, but it and the Benevolent are from the same manufacturer so they would be helping each other.

Example in a vacuum: The Siren and Benevolent are across from each other and have good shots. So, they slug it out, even though they are from the same manufacturer.

Do you have preference?
Fang
06/18/08 09:37 AM
151.193.203.12

Edit Reply Quote Quick Reply
politically, would not be fair to other contestants. Don't need the two GZT esigns ganing up on the others and putting it out of commision before they get a chance to show their stuff. Then again, always good to weed out the competition as early as possible. I leave it to you. Pesonally, on a selfish note, yeah, let the Benevolent and Siren designs pair up if you like. I predict an engine hit on the Siren early on, just like the previous rounds.
One by one, the rabbits are stealing my sanity.....
Dester
06/18/08 10:46 AM
216.57.96.1

Edit Reply Quote Quick Reply
May seam a little selfish but no, no politics... this was a compitition of the best mech, not who could enter the most mechs.

I expect to see the contestants pair off and go at it and then move to the other pair once one manages to destroy another. Any other tactics is a surefire way to insure the order of mech destruction (baring any really crazy luck).

That said, I don't really expect the banshee to do that well in round 5 It was designed mostly as a long range support mech (probably why it did so well in round 4) so we shall see.

Dester
KitK
06/24/08 12:29 PM
206.163.224.8

Edit Reply Quote Quick Reply
I had hoped coldwave would have gotten a chance to give his feelings on this issue too, but we must press on.

I really wanted to do this politically because the scenario behind each round has been important to the structure of this competition. But scenario turned Round 4 into a bit of a fiasco and upset the balance of things more than I would have desired. And, I don't want that to happen again.

Further, I had run Round 5 before asking this question, and the results occurred as you predicted. It was also rife with head hits and armor blowouts, and I was very dissatisfied with how it went.

So, I will officially run Round 5 one last time. Hopefully the results will be up today or tomorrow.
KitK
06/25/08 02:45 PM
206.163.224.8

Edit Reply Quote Quick Reply
The round started with each ‘Mech in a corner of the map facing outward. The positions were randomly assigned. The Siren and Agamemnon had the easiest path and an open shot at each other along one side. The Banshee and Benevolent had the same on the other side. When the green, go-light flashed on, each ‘Mech torso twisted and fired into its opponent’s rear side. A lot of armor damage occurred. The only significant hit was the Banshee’s shot to the side of the Benevolent’s head with a PPC.

The Agamemnon began jumping around to avoid the Siren and make itself a harder target. But, with the Siren’s speed it has soon closed with the Agamemnon and the two began jockeying for position and getting some good maneuvers and shots in. Meanwhile, the Benevolent charged down in on the Banshee, which was hanging back trying to spend its LRM ammo. Both ‘Mechs were tearing into each other pretty hard, but the Banshee was doing slightly better.

At the 1-minute mark the Siren took its first armor blowout from a medium laser, when it stepped it to take a couple of punches at the Agamemnon. The laser missed all the Siren’s critical areas, but the Siren was forced to back off anyway as the Agamemnon delivered its own physical attack. The Agamemnon followed the Siren’s retreat with another short-range barrage, which was answered with a laser to the head by the Siren. On the other side of the map the Banshee had burned through the Benevolent’s left arm armor and clipped the limb off with a critical hit. The Benevolent had also lost the armor on its right arm and torso as the Banshee was clearly pulling ahead. But, the Benevolent hadn’t taken the damage lying down on the job. It had stripped the armor from both of the Banshee’s arms, damaging three arm actuators and a hand. The crowd held its breath wondering if the Banshee’s exposed LRM ammo would ruin its lead.

The Agamemnon and Banshee managed to maneuver themselves into a positioning stalemate and poured all the firepower they could into each other. The Siren suffered a massive center torso blowout as a large laser, medium laser and SRM smashed through and collapsed the armor, leaving a hole that was exploited by more lasers and SRMs. Amazingly, it only resulted in a single engine and gyro hit. Just before the barrage hit, the Siren lashed out with its own four forward weapons. The PPCs and lasers slashed off armor and the remainder of the Agamenon’s damaged head. (If these head hits hadn’t happened, I believe that the Agamemnon would have won round 5. Its armor was in good shape, the Siren was in a very vulnerable condition, and the Banshee and Benevolent were grinding each other apart.)

Once the Siren cooled it began moving in on the other two battling ‘Mechs. The Benevolent began moving away from the large wooded area in which it had been dueling with the Banshee, hoping to force it out into the open. Finally, the Siren crested a central hill and took a shot at the Benevolent. With the Banshee out of the Benevolent’s line-of-sight, it took a shot back at the Siren, which destroyed the Siren’s gyroscope. Leaving the Siren to flounder, the Banshee pursued the Benevolent, and within 20 seconds had sizzled of what little remained of the Benevolent’s head.

One would think that killing the damaged Siren would have been academic at this point. But, it was protected by the side of a hill. And, with all of its limbs intact, the Siren was keeping the Banshee in its firing arcs. The Siren managed to land, three structural hits to the Banshee, but they yielded no critical damage. The Banshee was at risk, but it stood its ground and poured on the power, melting away the Siren’s engine.

Dester’s Banshee wins the melee and scores 6 points.
Fang’s Siren places 2nd in the melee and scores 4 points
Fang’s Benevolent places 3rd in the melee and scores 2 points
coldwave’s Agamemnon places 4th in the melee and scores 0 points

Final Competition Standings

Agamemnon 10
Banshee 21
Benevolent 14
Siren 10

Final Facilitator’s Notes

Thanks to everyone who participated in this thread and especially to coldwave, Dester, and Fang for providing the battlemechs. I learned a lot about playing Battletech that I had only known in theory before.

Congratulations to Dester on a great design.

I have gotten to know your ‘Mechs pretty well over the course of the competition. So, I and will offer my 2 cents, for what its worth, knowing that under different conditions it might not be good advice. For the Siren , consider moving the lasers from the arms to the torsos. First, because it would have been nice to have them at physical attack range, and second, to give the right and left torsos something to take a critical hit. Maybe even flip the rear mounted laser forward. For the Agamemnon , I didn’t find the extra large laser all that practical. I think 5 more heatsinks instead of a laser could put it on par with the Banshee and Benevolent. For the Benevolent , there were times I really desired more short-range firepower. And, like the Siren, the medium lasers were often tied up in the arms when I needed them. Otherwise, it was a solid ‘Mech and I loved the heatsinks. They provided the ‘Mech a lot of versatility and survivability. For the Banshee , again it is a very solid design. I also appreciated its heatsinks and versatility. The competition between the Banshee and Benevolent, in the final analysis, was closer than the score indicates.
Dester
06/25/08 06:23 PM
216.57.96.1

Edit Reply Quote Quick Reply
Woot !, well I really didn't expect it to do that well in a free for all, but I'll take it.

Thanks again for holding the competition Kitk. It was well laid out. I appricated the specific 'trials' that each round represented and the very black and white conditions for building the mechs. The added fluff text, explinations of the rounds and comentairy afterwords was very well done. I also your willingness to to re-assign early death damamage to see how the battles could have turned out.

Some lessons learned if I deside to have have a design competition would be the following.
1) Ignore CT(critical) results. While on the battlefield luck is always a factor, it shouldn't be considered in a competition.
2) Reassign all head hits and don't let the pilot ever black out (see lesson 1 about luck)
3) Not do a team type thing. While I was very happy that my mech won that round, it counted on all the designs to work as a team, and unfortunantly, that means someone has to take it on the chin. Your "best performer" points could have been scaled to 4,3,2,1 as to who contributed most to the team win or lose.
4) Competitions are FUN !!!, thanks again Kitk.

My own personal note... did anyone else notice the lack of auto-cannons on the entered mechs along with only one mech having SRMs? ... food for thought.

Dester
Fang
06/26/08 11:55 AM
151.193.203.12

Edit Reply Quote Quick Reply
For the Benevolent, just move medium lasers to RT and LT, and replace the LRM with an SRM4 rack and a ton of ammo. Should improve short range and close combat results. Still has the PPCs for longer range, and with those the LRM5 probably is not really needed.
One by one, the rabbits are stealing my sanity.....
KitK
06/26/08 02:52 PM
206.163.224.8

Edit Reply Quote Quick Reply
The lessons were definitely interesting. A part of me very strongly desired to re-roll head and CT(c) hits out of fairness to all of you. The reason I didn’t let myself do that was because doing so would eliminated some of the risk, excitement, and agony of the game. I would have got bored and not have had as many interesting things to write about. And, the CT criticals added a lot of flavor. It forced me to adapt 'Mech's strategies and make them perform under duress.

The team match had some pros and cons. You are right that the bonus was too big or needed to be spread out. But, I didn't think it would be fair to change it mid-competition. Also, I need a set of guide lines so no one takes the brunt of the attack. The team was hard, but the team was important. I felt my competition must have something that wasn't a solo duel. And, I would do it again.

The lack of weapon variety was interesting too. I left the design criteria open with my expectations implicit in the round descriptions rather than stating them explicitly. Had I been more restrictive in what I wanted there might have been more variety. But, hey, it was OK. And, it may not even be possible to design to meet each round's demands. The demands were: be able to take on multiple, light, fast targets; hold you own against Clan technology; go toe-to-toe with one of Battletech's most venerable, revered, and feared battlemechs; and be versatile enough be effective in a non duel situation.
KitK
06/26/08 02:55 PM
206.163.224.8

Edit Reply Quote Quick Reply
Yeah, that certainly crossed my mind, but I didn't dare suggest it because, well, frankly, that LRM5 just seemed to be an oddity along side the PPCs that gave the Benevolent its character quirk.
Fang
07/02/08 11:14 AM
151.193.203.13

Edit Reply Quote Quick Reply
Ok, ready for the next one! anyone? anyone at all...
One by one, the rabbits are stealing my sanity.....
KitK
07/02/08 12:11 PM
206.163.224.8

Edit Reply Quote Quick Reply
Oh go for it. You know you want to.
Fang
07/02/08 01:13 PM
151.193.203.12

Edit Reply Quote Quick Reply
Hmmm...let me think about that. I will have to see what the schedule holds, time constraints, permission from wife, that kind of thing. : )
One by one, the rabbits are stealing my sanity.....
Pages: 1 | 2 | >> (show all)
Extra information
0 registered and 177 anonymous users are browsing this forum.

Moderator:  Nic Jansma, Cray, Frabby, BobTheZombie 

Print Topic

Forum Permissions
      You cannot start new topics
      You cannot reply to topics
      HTML is disabled
      UBBCode is enabled

Topic views: 25054


Contact Admins Sarna.net