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Topics - Dave Baughman

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1
General Discussion / Cleaning out the library (Dave's ebay auctions)
« on: January 09, 2012, 04:14:16 PM »
Hi everyone :)

One of my new year's resolutions was to reduce the amount of old books and other stuff that is cluttering up my condo. The that end, I'm going to be listing a lot of gaming-related stuff on ebay.

If you see anything you like, please feel free to make a bid. I'll use this thread to keep a running list of what's available.

2
Sandbox / Test 2
« on: January 04, 2012, 04:41:47 AM »
This is a test of Facebook integration for Intelser forums. If this works correctly, a Facebook sharing box will appear at the top of this topic.

3
Sandbox / Testing...
« on: January 04, 2012, 04:29:10 AM »
This is a test of a new feature. I may do nothing as it is still being calibrated.

4
General Discussion / Coming changes for the near future
« on: January 04, 2012, 01:46:40 AM »
Hi everyone,

Let me first apologize for my absence over the past weeks. Skyrim, Thanksgiving, getting extremely sick after Thanksgiving, a busy month at work and ultimately the Christmas holiday have all conspired to keep me away. To be totally honest, there was more than a little burnout affecting me as well. I wouldn't go so far as to say that I didn't want to come back, but during my time off the boards I did some serious thinking about my expectations for Intelser and the current state of the forums.

I realized a few things that I needed to take action on.

  • First, I was on the edge of hitting a serious burnout with the game. Back in September, at the time thinking that I had disentangled myself from the FGC campaign, I launched a new project in the form of the Intelser Adventurer's Guild. Of course, you all know what happened next: I ended up running two high-maintenance, high-involvement games. We've seen where that goes before, and unfortunately I just don't have the time for that sort of committment. This ties into the second point.
  • Second, my inability to keep bailing out the proverbial lifeboat was killing the FGC campaign. Through a series of decisions that I take full responsibility for our membership has steadily shrunk to the point where the game itself is not really sustainable. The Turning Points project was designed as a short-term solution but its not sustainable. FGC needs a major refresh and frankly a serious rebranding if its going to survive.
  • Third, the forums themselves are a mess. They're becoming a wasteland of abandoned games and dozens of folders, many of which aren't being used. This looks unprofessional and it just makes the forums that much less accessible for potential new players.

So what's going to happen?

First, a major administrative cleanup is going to happen. The impact of this on most of you is going to be minimal - you'll see a lot of the custom titles associated with user groups going away and the number of visible boards will be getting reduced. I won't be deleting anything, but many resources are going to be put in inactive archives for now.

Second, I'm going to be upgrading the boards to a newer version of SMF. The short-term effect of this will be that you'll see some features temporarily disappearing, but they'll be getting replaced. I'll also be deleting a lot of inactive accounts. The database is clogged up with spammers and its high time to get them off the books.

Third, and this is the big one, my two active projects: FGC and Adventurer's Guild are going to start changing. FGC is going to be getting a major reboot-and-rebrand* and the Adventurer's Guild is either going to be substantially restructured or its going to have to go away. I'm not doing anyone a service by keeping these games on life support as they are now because they aren't living up to their potential and they are badly in need of changes.

As long as there is interest and the reboot isn't ready to go yet, I'll be keeping FGC running at least in a low-key mode to facilitate gaming and to avoid freezing out the community. AG, unfortunately, is going to have to be suspended until I can determine what its ultimate fate is going to be. The play-by-post format was an interesting experiment but it just isn't working.

Assuming everything works out perfectly, my goal would be to have the FGC Reboot rules ready by the end of the month, and then transitioning to the new campaign by the start of March or April.

Next week I will be on vacation from work and I expect to be available for extended periods of time on Skype if anyone wants to talk with me about future plans.

You should start seeing the first parts of the process - the board and infrastructure changes - over the next couple of days.


*For the record, when I say "reboot" I'm not so much speaking of dumping the entire setting as I am making a lot of directed structural changes to make the game more playable. This isn't a complete departure from what I had been planning anyway and had expanded upon in the FGC OOC area last fall, just implemented faster and a bit more agressively.

5
December 3091
Planet Detroit


Continuing their push to free the Fronc Reaches from Taurian rule, the Magistracy moves on their next major objective: Detroit.

Scenario

Canopus forces must wrest control of the strategic industrial world of Detroit from the Taurian military. In the decisive engagement, several battalions of troops clashed near Detroit's capital, sealing the outcome of the campaign.

Attacker

The attackers are elements of one Canopian regiment.

In MegaMek, build a force sized to player preference.

In Simple Resolution, the Canopus force may not exceed 10 FP.

Defender

The defenders are poorly-organized elements of a number of shattered Concodat military commands.

In MegaMek, the Taurian force should be roughly equal in size and composition to the attacker. Randomly roll for skills after the force is built; if more than 10% of the defender's force is elite, downgrade the excess units to veteran.

In Simple Resolution, the Taurian force is equal to the Canopian force.

Special Conditions

Command and control breakdown: the Taurian force is a hastily-assembled mix of small operational units; to reflect this, apply a -2 initiative modifier to the Taurian force or a -1 penalty on combat rolls in simple resolution.

Air Superiority: To reflect MOC air superiority, after building their force add aerospace fighters equal to 10% of the attackers' battle value. These aerospace units are not counted when determining the size of the defender. The aerospace fighters may be equipped with bombs and rocket pods.

Unexpected Visitors: Optionally, a third player may participate. Build a force of ComStar and Clan Nova Cat designs (older types, nothing post-3067) whose BV may not exceed 25% of the attacker's force. This force enters the map on turn 6 and should engage any targets in range for three turns before disengaging off the nearest map edge.

Special Ammo: While things are looking bad for the Taurians, their supply lines are still intact when this battle occurs. The Taurian 'Mechs may use Tandem-Charge rounds in their SRM launchers.

Scoring

In Simple Resolution, standard invasion rules apply (first to win three simple resolution rolls wins)

In MegaMek, each side earns a number of points equal to the percentage of enemy BV destroyed.

  • If the winner's score is no more than 24% above the loser's, the battle is a draw
  • If the winner's score is 25-49% above the loser's, that side wins a marginal victory
  • If the winner's score is 50% or more above the loser's, that side wins a decisive victory

6
Planet Brasha
13 November 3091


In search of glory, warriors from the Galedon Shogunate jump the border to raid Horse Alliance worlds. Brasha was typical of these attacks.

Scenario

Combine warriors launch a lightning raid against the Horse Alliance.

Attacker

The attackers are elements of the veteran 21st Galedon Regulars. Build a force of light and medium 'Mechs no larger than company strength.

In simple resolution, the Galedon force is worth 1.0 FP.

Defender

The defenders are elements of a Horse Alliance regiment or cluster. The force's BV should be roughly equal to the Draconis attackers.

In simple resolution, the Alliance force is worth 1.0 FP.

Special Conditions

Cross-training: If the Horse Alliance force is drawn from a Hell's Horses cluster, add one Inner Sphere pilot in a Merlin 'Mech after the rest of the force is built. If the Horse Alliance force is drawn from an Outworlds Alliance regiment, one 'Mech or tank may be a Clan type with a pilot one level better than normal. These represent Spheroid or Clanner 'exchange personnel.'

Banzai for the Coordinator!: the Combine warriors have whipped themselves up into a frenzy of violence. Give the "Pain Resistance" pilot ability to all Combine warriors.

Scoring

In Simple Resolution, standard raid rules apply (roll once only, defender wins ties)

In MegaMek, each side earns a number of points equal to the percentage of enemy BV destroyed.

  • If the winner's score is no more than 24% above the loser's, the battle is a draw
  • If the winner's score is 25-49% above the loser's, that side wins a marginal victory
  • If the winner's score is 50% or more above the loser's, that side wins a decisive victory

7
Planet Crellacor
15 December 3091


After brushing aside the Star Adder defenders, Clan Steel Viper and The Dominion find themselves at odds over who will control the last remnants of the once-mighty Star Adder Commonwealth. History remembers Crellacor as the decisive enagement.

Scenario

Clan Steel Viper and The Dominion wage a trial of posession for Crellacor.

The Honorable Way

This scenario assumes that both sides uphold Clan Honor. If the Dominion refuses to accept the Steel Viper batchal, the scenario will be significantly different - Fatebringer, let me know if you choose this option.

Attacker

The attacker are elements of one Dominion cluster. Build a trial force of no larger than trinary strength.

Defender

The defender are elements of the regular 223rd Battle Cluster. Build a force roughly equal to the Dominion force.

If played in Simple Resolution, treat both forces as 5.0 FP.

Special Conditions

Strictly by the book: Clan Steel Viper must rigidly adhere to Zellbrigen. If at any point the Dominion side breaks Zellbrigen, the Steel Vipers will immediately initiate a melee.

Isorla in action: Clan Steel Viper has recently acquired a great deal of Star Adder equipment. The Steel Viper player may use one Star Adder design that the Steel Vipers would not normally have access too.

Scoring

Whichever side wins the trial wins the scenario. In simple resolution, roll only once - in the event of a tie the defender wins.

8
Sudeten Star System
December 3091


Striking boldly at the heart of Clan Jade Falcon, a reinforced Dominion naval star lead by two massive Leviathan II battleships plows into the outer reaches of the Sudeten system. While the cruisers and battlecruisers move to reduce Sudeten's orbital fortresses, the Leviathans maneuver to engage a Jade Falcon naval star identified in the system. Badly outgunned, they must hold out until reinforcements can link up with them.

Scenario: Phase 1

(Note: this is a multi-phase scenario)

As they engage the Falcons' patrol star, the Dominion has already detected the arrival of several Jade Falcon capital ships - intelligence believes they are the Sudeten Aerie Fleet, freshly returned from destroying The Lair. They must work quickly to avoid being outnumbered by the Falcon warships.

Attacker

The attackers are the Leviathan II class Battleships Leviathan and Ragnarök. Their crews are Elite and Veteran respectively.

While historically some of their dropships and fighters participated in this battle, for playability purposes omit these units (note that the Falcons' fighters and dropships are also omitted).

Defender

The defenders are the 2nd Falcon Patrol Star and the Sudeten Aerie Naval Star.

The 2nd Falcon Patrol Star consists of the following ships, all of which are regular:

CJFS Lightening Strike   Congress (Clan)
CJFS Kerensky's Blues   Congress (Clan)
LAS Watchman   Essex (Clan)
LAS Guardian   Essex (Clan)
LAS Sentry   Essex (Clan)

These ships are present on the board at the start of the scenario.

On turn 5, the Veteran Sudeten Aerie Naval Star joins the engagement.

CJFS Emerald Talon   Nightlord
CJFS Gauntlet   Liberator
CJFS Jade Talon   Aegis (Clan)
CJFS Gold Talon   Aegis (Clan)
CJFS Turkina's Pryde   Cameron (Clan)

Special Conditions

I am Jade Falcon! If a Jade Falcon WarShip ends its turn in the same hex as one of the Leviathans, it immediately executes a suicide jump, destroying both ships. Only one Leviathan may be destroyed in this way.

Blixtkrig: If the 2nd Patrol Star is destroyed before the Sudeten Aerie Star arrives, the scenario ends and the Dominion wins a decisive victory.

Scoring

If the Dominion wins via their special condition, they score a decisive victory. Any other result that ends with the Dominion in control of the field is a marginal victory. Any result that ends with the Falcons in control of the field is a decisive Falcon victory.

9
December 3091
Bremen Star System


After blasting through the outer shell of systems surrounding the Hanseatic League's former capital, the warriors of Nueva Sangria prepare for their final confrontation with the Society.

Scenario

Blood Spirit forces must defeat the Society to secure the Hanseatic League.

Annihilation!

Clan Blood Spirit may opt to declare a Trial of Annihilation against the Society in the Hanseatic League. In this case, Erinyes is deployed to Bremen and conducts preliminary kinetic bombardment of the planet prior to the Blood Spirits making their landings.

If this option is taken, reduce the size of the Society force to 100% of the Blood Spirit force and double the amount of artillery available; however, the significant collateral damage means the maximum victory level for the Spirits is Marginal Victory.

Attacker

The attackers are one or more cluster of Clan Blood Spirit. In MegaMek, the Blood Spirit player should build a force to fit their preferences - no special restrictions are in effect. Aerospace units should not make up more than 10% of the force.

In Simple Resolution, the attacker is 10.00 FP.

Defender

The defenders are elements of the Society's Ectopia Cell. The skill level of the Society force should be the same as the attacker's. Build a combined-arms force of 'Mechs, Tanks, ProtoMechs, and Battle Armor equal to 125% of the attacker's force. No more than 50% of the force's BV can be derived from 'Mechs and no more than 25% from tanks. Aerospace units are not availabe to the Society in this scenario.

In Simple Resolution, the defender is 12.50 FP.

Special Conditions

Highly motivated: Clan Blood Spirit receives a +2 modifer to initiative for the entire battle. In Simple Resolution, they instead receive a +1 modifier to their combat rolls.

Striking from afar: Clan Blood Spirit may add off-board artillery weapons equal to 10% of its force (minimum of 1). The weapons can be carried by any vehicle the Spirits have access to (i.e. if 2 weapons are available, a single Naga could be taken, or a pair of Marksman tanks. The only ammo types that are available are standard high explosive and FASCAM (arrow IV only).

The ultimate weapon: In addition to its force, the Society player may deploy one Lymphocyte super-heavy 'Mech. MegaMek files are attached; either configuration may be used.

Scoring

In Simple Resolution, standard invasion rules apply (first to win three simple resolution rolls wins)

In MegaMek, each side earns a number of points equal to the percentage of enemy BV destroyed.

  • If the winner's score is no more than 24% above the loser's, the battle is a draw
  • If the winner's score is 25-49% above the loser's, that side wins a marginal victory
  • If the winner's score is 50% or more above the loser's, that side wins a decisive victory

10
Planet Connaught
Late November 3091


Sensing weakness in the Free Worlds League's ongoing civil war, the Terran Hegemony deploys "peacekeepers" to "stabilize the border." Industrial worlds like Irian and Wasat were primary targets, but the stiffest resistance was encountered on Connaught.

Scenario

Terran forces attempt to wrest Connaught away from its defenders in a daring night assault.

Attacker

The attackers are elements of the Terran Hegemony's regular 166th Brigade. In Megamek, construct a combined-arms force following the TH force composition rules described below.

In Simple Resolution, the TH force is 10.00 FP.

Defedner

The defenders are elements of the Connaught Republican Guards. In MegaMek, this is a Regular 'Mech force equal to 80% of the TH forces battle value (counting cyberware BV modifiers). The Connaught Guards do not have access to Clan technology.

In Simple Resolution, the FWL force is 8.00 FP.

Special Conditions

Night Assault: Use Full Moon Night visibility.

TH Force Composition: The TH troops are front-line ground forces, and each unit deployed must have one or more of the following characteristics:

  • Clan Technology (limited to 20% of the total deployed force)
  • C3i
  • Stealth Armor (for battle armor, Mimetic armor fulfills this requirement)

TH Clan equipment is primarily Wolf Dragoons and Nova Cat in origin, as well as Inner Sphere and Celestial Omni designs with Clan pods.

Cyberware: 25% of the TH force's MechWarriors have Buffered VDNI (and no other) implants.

Scoring

In Simple Resolution, standard invasion rules apply (first to win three simple resolution rolls wins)

In MegaMek, each side earns a number of points equal to the percentage of enemy BV destroyed.

  • If the winner's score is no more than 24% above the loser's, the battle is a draw
  • If the winner's score is 25-49% above the loser's, that side wins a marginal victory
  • If the winner's score is 50% or more above the loser's, that side wins a decisive victory

11
Planet Romita
1 December 3091


Reacting to the Free Worlds League's attack on Apollo, the Spirit Cats counterattack to secure a buffer zone around their border worlds. While a number of systems were attacked, the fighting was most intense on Romita, where the Romita Avengers put up fanatical resistance.

Scenario

Spirit Cat forces must seize control of planet Romita in the face of fierce resistance.

The Path of Honor

While the FWL's motives and intentions have often been questioned, they have always upheld Clan honor when given the chance. Clan Spirit Cat warriors may choose to challenge individual Romita Avengers warriors on the battlefield; any 'Mech (on either side) defeated in such a duel is worth double points.

Attacker

The attackers are elements of any one Spirit Cat cluster. The force featured in this particular battle (representing one of many occuring simultaneously on Romita - though history will remember this fight as the 'tipping point' of the larger campaign) should not exceed one trinary. Aerospace units may not be used.

In simple resolution, treat the Spirit Cat force as 5 FP.

Defenders

The defenders are elements of the Romita Avengers, a veteran Free Worlds League unit with fanatical loyalty. A combined-arms force of no more than 24 units (ideally no more than 18 - exceed 18 units only if neccessary to balance the BV). Romita Avengers BV should be approximately 95% of the Spirit Cat force's BV. One Romita Avengers 'Mech may be a Clan 'Mech with an elite pilot (the local commander) and up to 25% of the Romita Avengers 'Mechs may be Inner Sphere OmniMechs with Clan pods.

In simple resolution, treat the Romita Avengers force as 4.75 FP.

Special Conditions

Home Turf: The Romita Avengers side chooses the map or maps.

Inclement Weather: In MegaMek, use moderate rain weather and light gale wind.

Scoring

In Simple Resolution, standard invasion rules apply (first to win three simple resolution rolls wins)

In MegaMek, each side gains one point for every enemy unit that is destroyed, rendered incapable of fighting, or forced to retreat. Double points are scored for units defeated in a Zellbrigen duel.

  • If the winner's score is no more than 24% above the loser's, the battle is a draw
  • If the winner's score is 25-49% above the loser's, that side wins a marginal victory
  • If the winner's score is 50% or more above the loser's, that side wins a decisive victory

12
Planet Regulus
26 December 3091


An epic four-way battle is unfolding between troops of the Free Worlds League, the Federated Suns, Regulan rebels, and the Manei Domini. Exactly how this came to pass will be revealed... in good time.

Scenario

Turning Point: Regulus is a two-phase scenario. The first phase occurs chronologically second, while the second phase will reveal important storyline details that lead to this battle.

Attacker

If played as a two-player MegaMek scenario, the attackers are a force of the Knights of the Inner Sphere and the 4th Davion Guards. Both units are elite and should represent 50% of the attacker's force. Aerospace units should not make up more than 10% of the attacker's force.

If played as a four-player MegaMek scenario, a separate player should control each the KOTIS and the 4th Guards.

In simple resolution, the attacker is worth a total of 150 FP.

Defender

If played as a two-player scenario, the defenders are veteran elements of the Regulus rebels and elite Manei Domini troops. Each side should represent 50% of the defender's force. No aerospace units may be used.

The general composition of the defender force should match that of the attacker and its battle value in MegaMek (before factoring in Manei Domini implants) should be approximately equal.

Manei Domini MechWarriors are equipped with VDNI and a Pain Shunt; Tank operators have VDNI and Dermal Armor, Battle Armor have Dermal Armor and a Pain Shunt. One MechWarrior in the Manei Domini force should be designated as the commander. This MechWarrior has Buffered VDNI, Pain Shunt, Triple-Core Processor, and a Communications Implant.

If played as a four player MegaMek scenario, the Regulus and Manei Domini components should be controlled by separate players.

In simple resolution, the defender side is worth 150 FP.

Special Conditions

Battle of Four Armies: Optionally, play this in MegaMek with four players. Everyone is out to kill everyone else; alliances are not permitted.

Artillery Support: Each player may deploy off-board artillery. The units chosen are up to the individual player, but total artillery may not exceed one long tom, one sniper, and one thumper.

Prototype Equipment: In addition to its normal force, the Federated Suns may add on ENF-7X MUSE COMPACT prototype.

Scoring

In MegaMek, the scenario ends when any one of the four units present on the field is destroyed or rendered incapable of further combat. At that point, determine the remaining battle value of the other three teams: the team with the most remaining BV wins a decisive victory, the team with the second-most amount of BV wins a marginal victory, and the team with the least remaining BV suffers marginal defeat.

In simple resolution, normal invasion rules apply.

13
Turning Points / Keep Track of your Progress
« on: November 15, 2011, 03:28:22 AM »
As you complete Turning Points scenarios, please make sure you report in this thread who played which sides and what the outcome of the battle is, both in terms of the score and any special accomplishments/cool RP moments/spectacular results. We will be tracking player achievements during the next few turns and will be setting up a rewards system when the rebalance comes. The rewards will not be particularly game breaking (after all, we understand that not everyone plays MegaMek), but we want to reward folks for taking the time to actually play out the scenarios rather than just having them go to dice.

14
Planet Stanley
16 November 3091


Sensing the Lyran Alliance's momentary weakness after the bloody Star Adder campaign, the Free Worlds League swoops in to take the Huesta Salient "under its protection."

Scenario

Free Worlds forces are invading the Lyran Alliance; Cruz Alta set the tempo for the campaign through the end of 3091.

Attacker

The attackers are elements of the Veteran 3rd Oriente Hussars. In MegaMek, build a BattleMech force to the scale desired for the battle; in Simple Resolution, the FP is 31.25.

Defender

The defenders are a hastily-assembled kampfgruppe drawn from various small units that had been pulled back into the region for repair and resupply. Build a combined-arms force equal to 75% of the battle value of the attacker, then randomly allocate skills. The force should meet the following specifications:

  • 'Mechs and Tanks equal to the number of 'Mechs fielded by the FWL
  • No more than one battle armor or conventional infantry for every 4 'Mechs or tanks
  • No more than 10% of the units may have Clan technology

In simple resolution, FP is 28.50.

Special Conditions

Command and Control Breakdown: The quickly-assembled Lyran force is having difficulties coordinating their operations. Lyrans get a -1 penalty on initiative.

Interference?

Clan Spirit Cat has the option to invade the same general region as part of their Rede with Clan Star Adder. If they exercise this option, the Spirit Cats may opt to join the battle with a one or more line-item of their Touman not to exceed 100% of the FWL force. Additionally, add one Veteran Clan Star Adder 'Mech for every 5 Spirit Cat units, representing assistance from their weakened by still battle-ready allies.

In Simple Resolution, Spirit Cat FP should not exceed 30.00, plus 5.00 representing Star Adder allies.

The FWL and Lyran sides are not permitted to "team up" to fight off the Spirit Cats, nor may the Cats ally with either of the other parties. Each side is out to defeat the other two.

Scoring

In MegaMek, the side with control of the field at the end of the game wins.

In Simple Resolution, follow standard Invasion rules.

If the Spirit Cats are involved, each side evenly divides damage dealt between the other two.

15
Waypoint Star System
November 3091


Lyran forces, pursuing the Star Adder touman, arrive in Spirit Cat space. Their demands are simple: hand over the Star Adder touman or at a minimum stand aside while the Alliance completes the destruction of the Adders.

Scenario details to follow based on Spirit Cat response.

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