Friday, February 18, 2022

DoMT: Eurayle and Idiot

It has been some time since I added to this series. A slow-rolling series of how the Deck of Many Things works in my homebrew world of Ironguard.  (Part 1, Part 2, Part 3, Part 4).

"If it weren't for bad luck, you'd no type of luck at all," - Pirates of the Caribbean.

Both of these cards fall under the 'unwanted draws' in the DoMT, but neither is nearly as bad as some other options.  Still, I'd much rather draw a good card, or better yet, draw none at all.  


Euryale: -1 penalty on all saving throws henceforth.

Euryale is named for one the three Greek Gorgons, of which Medusa is one (although how she spawned an entire race of fellow snake-headed stone-turning women is beyond this post).  At least this card doesn't petrify its drawer.  

This card exists because of an unhappy tryst between Loki and a deity of luck, fate, and serpents.  Be thankful it didn't result in Loki having yet another monstrous child.



Idiot: Lose Intelligence (permanent).  You may draw again. 

Because taking the chance on the DoMT is NOT an intelligent choice.  Ever.  As such, the face on the card looks like its drawer before disappearing.

This card comes directly from Loki's sense of humor and delight in hoisting people upon their own petards.  Directly powered by Loki himself/herself/itself, the Idiot card is Loki passing judgement on those that draw from the Deck.

Wednesday, February 16, 2022

Last of the Big Stompy Robots - For Now

As implied the last time I posted about MekHQ, the game date was in mid-May.  I ground through to the beginning of June, and it truly was a grind of heavy and assault 'mechs battering away at one another, with a parade of light and medium 'mechs (and a like number of vehicles) were turned to scrap left for the Heartbreakers' Davion employers.

Warhammer exploding.  By Earl Geier

For in-game fiction, the Heartbreakers ran into a heavy regiment of Capellans.  Maybe even the famed McCarron's Armored Cavalry.  Not that it matters that much.  My team came out on top.

Here is a list of the more notable 'mechs my lances fought against this game week:

2x Cyclops

5x Victor (3 in one fight)

3x Grasshopper

2x Archer

1x Marauder

1x Stalker

2x Catapult 

2x Orion

2x Thunderbolt

1x Ostsol

4x Rifleman

2x Warhammer

Most of these 'mechs ended up in the Heartbreakers' repair bays for eventual adoption into our ranks. The ones that didn't suffered ammunition explosions during the fighting.  All this out of a total of 192 various 'mechs and vees scattered across 16 separate engagements.  Yes, I have the 'double vees' option turned on.  Then I realized that May 31, 3030 was a Monday, so I had another week's worth of fights to battle through. It was similar to the above, but with Battlemasters and Awesomes.

A battle's speed is a much ambient light and dumb luck as it is pilot skill.  The tactics skill can often turn an unfavorable fight into a better one (I'm a fan of deep woods - it lets my jumping 'mechs shine while preventing much movement from opposing 'mechs and vees), though sometimes, it goes from bad to worse and I end up with open fields while opposing a legion of Pegasus hover tanks.

Pegasus Hover Tank, by Duane Loose - those twin SRM 6 launchers can do some damage.

Repair and Refit

June and July were spent repairing the salvage and refitting the Wolverines and Marauders (there is a second in the repair bay from the week prior) to more preferred versions.  The Wolverines got the -M conversion, and the Marauders are turned into what I suspect is a common custom build, trading out the AC5 and ammo for an additional pair of medium lasers, more heat sinks, and more armor.  

Aside from that, I ordered another 50-75 tons of armor and more missiles and AC ammo, though how much of which sorts, I don't recall.  For giggles, I ordered some Inferno and Heat-Seeking ammo, as well. Then I'll be ready for the next slog, which begins in August - after two months, enemy morale has returned to normal, and the fighting continues. 

Reconstitution

In addition to recruiting numerous Veteran mechwarriors from the POW camp, the personnel market has provided several true mercenaries to balance things out.  Enough so that the Fifth Regiment now stands at two battalions strong, as I ran out of Veteran mechwarriors.  The remaining 'mechs are in the hangar, though, mothballed until I gather more troops under my banner.

Since I have free time in game, I'm not only standing up the Fifth Regiment, I am spending the various techs' experience points.  Elite mechanics are cross-trained to become 'mech techs, and elite 'mech techs are cross-trained into administrative rolls.

Mechwarriors and vehicle crewmembers have experience points expended as they are deployed.  It is simpler for me, but also kind of reminds me who fights a lot and who doesn't... as well as who is competent.  Battletech ends up becoming a weird meritocracy balanced only by lucky headshots and ammo explosions.

Prisoners have been ransomed away in vast quantities.  As might be imagined, Elite and Veteran mechwarriors fetch the most, but enough Green troops add up. 9,385,000 C-Bills is a helluva payday - but where the Capellan Confederation gets that kind of money, I don't know.  Probably from the same mystery source as all of their 'mechs.  

Lastly, I removed all the armored lances from the 68 required for the mission, replacing them with 'mechs.  Tanks just die to fast, so I am using them for backup in chases or in the flatlands.

A pilot standing next to a Warhammer and Rifleman, to scale.  Source uncertain.

Moving Forward

I set the combat toggles to keep opponents hidden until they appear in Line of Sight.  The sympathetic explosions toggle is staying off for now - I like kicking legs out from 'mechs and playing kickball with missile launchers.

Still, I am done for now with MegaMek and MekHQ, so the Heartbreakers will rest in digital limbo until I feel like more giant stompy robot fun.  Unless I download the new version of the game or that StratCon version that is being worked on.  It sounds fun.



Saturday, February 12, 2022

Small Gaming Updates

Not too much on the gaming front, beyond being asked to start my Ironguard game back up.  I have decided on running a summer game (school months are too hectic with small children and work), and Ironguard now officially has more votes.

Aside from being flattering, this gives me an excuse to start incorporating all the kickstarters I have been funding.


It's only now that I've truly embraced the allure of Kickstarters.  I've Kickstarted things before, with the Twilight 2000 box set, then Delver 2 and Valley of the Manticore back in November, but now that its February, there is a deluge of awesome things made available.

Brewkessel 2

Delver 4

Axian Library

Barkeeps on the Borderlands

Downtime in Zyan

The Toxic Wood

Yes, there is always the chance that something won't deliver, but so far, so good.  Plus, all these creators have solid reputations for delivering, so I have faith.  Kickstarters are also deceptive spending, for me at least - since I don't end up with immediate product in hand/hard drive, I forget that I backed things and therefore, how much I have spent on gaming things (my wife is the money person in our relationship, which is good, because if I were in charge, we would be massively in debt, because I am not the best at tracking necessary expenditures).

All this leads to my New Year's resolution to be mindful of my hobby spending, and so far, February is close to catching January's spending, and its only halfway over.  So, no more games spending until March.  Which is good, because I have been offered to go halfsies on boxes of Magic boosters.  

In other news, I realized a new source of names for various people and places in fantasy games - the app game Dungeon Boss.

My 9-year-old got me playing it, and while he quickly found other games, I stuck with it in an on-again-off-again fashion (level 76 now).  It's fantasy theme means awesome names.  If you are a DM (or GM) and can't make a game featuring a final showdown in the Stonehelm Citadel against Utica the Forgotten who sits upon the Throne of Ash, after passing along the Bramblelurk Trail to the Mystic Vale, I don't know what to tell you.  

Especially if you've recruited members of the Icethorn and Gladespring Knights to assist your crusade against Utica and its faceless legions.  

A game world almost builds itself from these names.  

 

Saturday, February 5, 2022

A Small Area to Explore

I discovered a lovely intersection of DnD and MtG over at Liche's Libram.  It is so much fun, I decided to play along myself.



The wooded slopes and valleys of the Vivid Crags shelter the Littjara Mirrorlake.  The lake itself gives the Vivid Crags their name, as sunlight reflects off the clear still waters in sometimes blinding sheens.  When clouds cover the sun, a sunken city can be clearly seen beneath the still surface.  It is deeper than it appears, and some of the larger buildings could easily conceal predators and lost treasure.  Observant viewers might see the glint of gold farther down.  More observant viewers may also realize that there are no fish or other wildlife to be seen within the waters.




The Norwood Warriors stand watch against the diseased Ogre clans and the Cockatrices that hunt both Elf and Ogre - and anything else foolish enough to head this way!  The Ogres are the devolved remnants of a once powerful race of noble giants, forever gone due to the same magics that flooded the city that rests at the bottom of Mirrorlake.  



Both Rhys and Zhao Zilong are leaders among the Elves, leading two separate factions.  Rhys believes in containing the Ogres and others, while keeping the curious and foolish away from the Mirrorlake.  The Tiger General leads raids into the camps and burrows near the shore of Mirrorlake to actively hunt down and destroy them.  Zhao Zilong would be happy to turn a blind eye to adventurers that promise to kill Ogres.


Lorthos dwells in the deepest part of the Mirrorlake, guarding the High Temple of the sunken city, and the treasure that lies within that temple.  While he might be temporarily evaded, Lorthos is sentient and actively hunts those that trespass.  Still, Lorthos IS sentient and bored, which might be turned to someone's advantage.


Within the sunken temple, all is kept dry and full of air, a boon from a long-sleeping, but not-quite-dead deity of the noble giants.  On a raised dias, just behind the altar, is a Gateway.  Whispers claim that the Gate opens to all sorts of places: the past, the Dreamlands, the treasure vaults of the noble giants.  If only the key can be found.



Monday, January 31, 2022

2022 Character Creation Challenge - Day 31

This is it, the last entry for this year's Character Creation Challenge.  It's even on time!

I had considered writing up a full wizard's guild or magicians academy (The School of the Unseen, with a focus on Enchantment and Illusion magics), but my ambition has left me.

7, 9, 8, 8, 5, 15 - s/he convinces people to die in their name.  No.

15, 6, 7, 7, 10, 11 - another likeable fool. No

5, 13, 11, 11, 11, 8 - an irascible man, who rages incessantly at the injustice of the cruel dice of fate and the games that the gods play with mortals, using us as mere pawns. Yes, yes, indeed.

Not my tattoo (I opted for Tom Servo instead of a wizard), but this is how I picture Mephedrone.


Mephedrone the Apoplectic, C Magic-User 1

S 5 - -2 to hit, damage, open doors

I 13 - reads and writes native language, plus one more

W 11 - none

D 11 - none

C 11 - none

Ch 8 - 3 retainers max, retainer morale 6, -1 adjustment to reactions, 

Current XP: 0       XP required (+5%): 2,501

HP 2

AC 10

Languages Known: Common, Goblin, Orc

Spells Known: 1st- Sleep

Equipment: dagger, light adventurers kit, robe, sandals, a shawl, a permanent snarl and a readiness to rant about anything, hands stained green with the poisons he uses to torture captured clerics.

History and Goals: Mephedrone wants justice against the gods.  He isn't sure how to get it, but that is his goal - determining their games and actively thwarting the gods' plans.  For all his anger and bombast, Mephedrone works well with gangs of humanoids, ambushing other adventurers and taking their things.

Except clerics. Clerics die ... exquisitely.

-----

No headgear for Mephedrone - he is too weak to wear headgear.  He might make a decent villain or villain's henchman, though.  Opening up an ambush with a sleep spell against a party of 1st and 2nd level B/X PCs kills them just as dead as when those same PCs sleep a band of goblins or orcs.  Turnabout is fair play and all that.

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2022 Character Creation Challenge - Day 25

GURPS Dungeon Fantasy.

I used the system before this month, for a Swashbuckler sort, but today it is a .... wizard! Shocking, I know.

Arguably the most important book for a would-be Magic-using player.

Abercrombie the Fitch

Attributes: ST 10 (0); DX 12 (40); IQ 15 (100); HT 11 (10)
Secondary Characteristics: Damage 1d-2/1d; BL 20lbs; HP 10 (0); Will 15 (0); Per 12 (-15); FP 11 (0); Basic Speed 6.00 (5); Basic Move 6 (0)
Advantages: Energy Reserve 3 (Magical) (9) and Magery 3 (35) and 30 points - Intuition (15), Language (3); Energy Reserve 7 (Magical) (12)
Disadvantages: -15 points - Weirdness Magnet (-15), -20 points Curious (-5); Oblivious (-5); Overconfidence (-5); Stubborness (-5)
Skills:
Staff-14 (8)
Innate Attack (any) -14 (4)
Alchemy-15 (8)
Hazardous Materials-14 (1)
Hidden Lore (Spirits)-15 (2)
Meditation-14 (2)
Occultism-15 (2)
Research-14 (1)
Speed-Reading-14 (1)
Teaching-14 (1)
Thaumatology-15 (1)
Writing-14 (1)
Cartography-14 (1)
Climbing-11 (1)
Diplomacy-13 (1)
Fast Draw (Scroll)-12 (1)
First Aid-15 (1)
Hidden Lore (Magical Items)-14 (1)
Hiking-10 (1)
Scrounging-12 (1)
Stealth-11 (1)


Spells (30 spells 1 point each)
  1. Apportation-16
  2. Counterspell-16
  3. Create Air-16
  4. Create Fire-16
  5. Create Water-16
  6. Deflect Missile-16
  7. Detect Magic-16
  8. Dispel Magic-16
  9. Fear-16
  10. Fireball-16
  11. Haste-16
  12. Heat-16
  13. Identify-16
  14. Ignite Fire-16
  15. Keen Vision-16
  16. Light-16
  17. Magelock-16
  18. See Invisible-16
  19. Seek Earth-16
  20. Sense Life-16
  21. Sense Spirit-16
  22. Shape Air-16
  23. Shape Earth-16
  24. Shape Fire-16
  25. Simple Illusion-16
  26. Stone Missile-16
  27. Turn Spirit-16
  28. Walk on Air-16
  29. Walk on Water-16
  30. Wizard Eye-16
Background and Goals: Abercrombie has always experienced wierdness, which is how he discovered he could work magic.  Since that time, he has functioned mostly as a ghostbuster, and has come out on top so many times that he automatically presumes his luck will hold.  His goal is to become a known and respect pyromancer, but he has a long way to go before that happens.

He is also smart enough to realize that fireballs won't solve every problem.

-----
As before, I didn't read the descriptions of the various advantages, disadvantages, or skills, I just went with what sounded interesting.  I applied the same logic to spell choice.  Fortunately, there is a master spell table in the back of the Spells book, so page flipping was minimal.  

I do like how GURPS uses prerequisite spells to learn more advanced spells, and how that table in the back of the book spells out the prereqs. These prerequisite spells quickly filled out my starting 30 list, so further reading will dictate how useful this wizard actually is.  If in play, I would learn the hard way, but having this master table is a fine way to customize a wizard, as it provides immediate goals to work towards, spell-learning-wise. A better organized character write up would include the various schools of magic for the spells.

All that said, my understanding is that not all GURPS spells are in Dungeon Fantasy, merely most of them.  This knowledge comes from reading the blog Dungeon Fantastic.

If I were actually planning to play this PC, I would put more thought into spells and such chosen.
-----



MekHQ and MegaMek: State of the Regiment

MegaMek and MekHQ is still my go-to computer game, despite not having played it in several months.  Basically, I am a victim of my own success, so each game day and week takes forever.  

From SpOoKy777 on DeviantArt - MekHQ opening screen

The Day 13 character creation challenge put the game back in my mind and so I ended up finishing out the current game week. For the record, the game date is Monday, May 17, 3030.  The Blackhearts current contract is to Garrison the planet Pleione under the Federated Suns, fighting off the Capellan Confederation.  They've been on planet since October 14, 3029, and aren't scheduled to leave until September 14, 3031.  That's 23 long months on a desert planet.

What allies I have are Green, and the Enemies are Regulars.  The Heartbreakers are rated as Veteran.

We currently have two subcontracts on the planet: Relief Duty and Recon Raid. A third subcontract, Cadre Duty, is completed. These subcontracts pay handsomely for comparatively easy work.  

Overall, the MegaMek fights seem to be more exciting when Sabaton is playing in the background.  Go figure.

Organization

The humble mercenary Heartbreakers 'mech company now sits fat at four Battlemech Regiments, backed by an understrength Armor Regiment and Artillery Regiments.  Those 'mech units are in turn supported by Aerospace fighters, although not quite enough to go around - yet.

I've kept to a consistent pattern of one medium company and two heavy or assault companies to each 'mech battalion.  My oldest pilots are grizzled experts - particularly 'the Inevitables', a heavy lance consisting of a standard Guillotine, a standard Grasshopper, and a pair of Wolverine-Ms.  They don't lose.  Each pilot is a 0/0 with 6 or 7 bonus abilities.  It's ridiculous.

It is also the result of turning off the option for Mechwarriors to leave at the end of a contract.  In my mind, if a unit makes payroll regularly while also having a bit of action, Mechwarriors would stay, especially in light of the rather liberal hiring policies of the Heartbreakers, namely recruiting the Elite and Veteran prisoners that are interested in turning coats - given that it is Capellans and Kuritans that are mostly swelling the Heartbreakers' ranks this way, I suppose regular meals are why they do so.

Balancing lances is the next step, and can be a tedious one, but is key to making the most of the hard rules on lance weights.  Medium lances should be between 180-200 tons total, heavy lances 260-280 tons.  Weight advantage boils down to more guns and armor, but really, better damage when meleeing, which is the best way to salvage 'mechs.  My in-game battlefields are scattered with one-legged and headless 'mechs, which often end up in my hangar.  Apart from weight is trying to match up movement speeds: I prefer pairs that move the same rate: 4/6/4, 5/8/5, 6/9/6.  The assaults are 3/5 and rarely jump, but it is what it is.

I can say that I certainly have preferred 'mechs, as seen when I alphabetize the hangar contents by 'mech name.  Nearly 80 Wolverine-Ms, between 20-30 each Awesome, Warhammer, Thunderbolt, Stalker, Vindicator, Quickdraw, Griffin, Grasshopper, Ostsol, and Guillotine 'mechs.  I've found myself duplicating 'mech lances, varying only by pilots, especially among the lighter companies: Phoenix Hawk, Firestarter, Vulcan-5T, and Javelin.  There are others, but these are my mainstays.

All that said, I am close to starting up a Fifth Regiment, and already have a battalion-plus in Mechwarriors ready to be issued 'mechs and proper spots on the MTOE, if only to better earn their keep.  The 'mechs are there in the hangar, awaiting pilots and unit designations.  This time, I am thinking a two-medium companies, one-heavy company per battalion might be best.  I already have a name: Bottled Lightning. 

Another loadscreen from MekHQ.  I'm fairly certain that's a Highlander followed by a Crab.

Preferred Tactics

Close and melee, particularly with kicks - one-legged 'mechs are regularly salvaged from the battlefields, and then repaired.  City fights see me damaging buildings so the 'mechs standing atop them fall.  

In addition to dropping buildings, I have figured out how to set forests and buildings alight, which is terribly useful when battling infantry. I've also learned how to change modes on LRM launchers for true indirect fire, with and without a spotter, so I have this in my kit box now.  

My favorite skills among pilots are jumping jack, melee master, and sniper.  Not everyone gets all three, and I do use others, but I would guess three-quarters of my veteran pilots have one or more of these skills.  

I'll admit that I have chases turned off, because they always take so long to complete - if only because it is one of my nonjumping heavy lances in terrible weather or terrain (or both).  Before finding that toggle switch, my preferred method for the 'chase' was to stand and fight, smashing everything, then typing /victory to end it.

As an aside, before I discovered /victory, I lost so much salvage as I waited for the game to end naturally, which means no viable targets.  In MegaMek, a one-legged, prone 'mech with an unconscious pilot is considered viable, at least to the AI, so I followed that rule, as well, kicking downed 'mechs into scrap.

Maintenance and Supply

While the goal is one tech per 'mech, I am only about halfway there.  Aerospace fighters are better staffed with techs, but honestly, those aerotechs mostly just perform maintenance and repair broken weapons in the warehouse. 

The unit POW camp is massive, as is the hospital.  I have more than enough doctors for my own troops (1 doctor per regiment), but have hired several others for prisoner overflow.  So I have 14 doctors on staff, and when fighting is constant, their sick bays fill up fast.  That same POW camp has supplied about half of my regiments' berths, but those Veteran and Elite prisoners serve well as the seeds for a new regiment.

More than half of my 'mechs joined the Heartbreakers as salvage, particularly the Wolverines.  While I am biased, it is a sweet mix of speed, armor, maneuverability, and punch - especially, the WVR-6M model.  The hangars contain probably another regiment's worth of Battlemechs, and once this game month is over, I will likely begin standing up that Fifth Regiment.

Individual parts are ordered in bulk when needed (so the needed 60-ton arm actuator sees me order 5 or 6), and those random spares go towards filling instant needs.  Armor is an issue, to the point where I prioritize salvaging wrecked 'mechs and vees especially for the armor plating.  

Similar to this is ammo. Given the opportunity, I take all the LRM and SRM launchers I can, primarily to keep from buying missiles. 

For the most part, this strategy works out for me.  That said, in a pinch, I can start activating mothballed units to either replace badly damaged 'mechs or merely to strip of armor. 

Monthly marketplace updates keep the ranks growing, not so much with replacements as with additional troops.  Self-training Astechs into other things takes a looooooooong time.

Combined Arms

I mentioned earlier that the Heartbreakers have understrength Armor and Artillery Regiments.  My mainstay battle tank is the Manticore, and the Artillery is a mix of Thumpers and LRM launchers, backed by a lance of Forward Observing 'mechs.  

Manticore mini.  Not mine.

Armor is sweet because you can fire everything and not worry about heat, but the downside is mobility kills and a lack of jump jets.  When my tracks are mobility kills, I tend to keep the crew inside and fighting, and they mostly survive.   I've gone against mixed 'mech and Vees and they work well enough that I've taken to doing so, and it can be brutal, as the 'mech's can often save the mobility-killed tanks when the computer circles round them to play kickball.

Artillery is neat, though I prefer using the LRM-based versions, because it hits now, and not later, and watching an opposing 'mech melt in the face of 60 missiles is almost as funny as when they're hit with 120 damage from an SRM Launcher's full salvo.  Thumpers work, but the delay and tendency to miss is frustrating.

Aerospace support exists, but I have to use the computer to control the fighters (and VTOLs, for that matter), so I tend to not use what I have.  In the past, I have used them for bombing runs, and those can be quite satisfying to watch.

Infantry, well, I have them.  They are a pain to use for too little impact, so they stay in the TOE and provide in-game security for my in-game regiments.

Future Challenges

From experience, I need to watch how fast and large I grow my units, or else I run out of memory and the whole game goes kaput.  Which is a shame, as there are three regiments' worth of short-fiction bios I can no longer access.  It's not that they were great fiction, but they added flavor for me.

In addition, MegaMek and MekHQ lets me toggle all sorts of options off and on, and currently, many of the combat options are off.  Flipping sympathetic explosions on would alter my playstyle, because my 'mechs like to kick the shit out of things, and when those things explode, it tends to take my 'mechs with them, and I am not a fan of that.

Then again, that would make MegaMek almost new again.

Another toggle that I may switch on is the hidden opponents toggle.  Perhaps my current mode of being able to see the whole map is easy mode, but it's what I know.  Not being able to see everything until it's in line of sight could be fun.  If nothing else, it lets me make use of the variety of sensor arrays each 'mech carries.

Of course, the most immediate challenge is finishing the current contract.  I'm hoping that the Cappies Rout after this month's steady losses to the Heartbreakers, but I suspect it will run through Low and Very Low, first.

Such is life.