• Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning

merrick

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Well. that's all folks; I'd just like to thank all the readers and commenters, without whom I'd probably have given up ages ago.

I was always planning for Aleks to quit while he was ahead - given his bankrupt-noble background and the amount of loot you collect in a campaign I thought it fitted, plus he was always more of an Arano loyalist than a true Merc. I think it ended up fitting with how the story developed.

It's one of the things that the lore skates over - you see occasional lines that the lowest-level merc Mechwarriors would probably be better off hiring their Mechs out for agricultural or construction work, but not a note that the most beat-up Mech in the Sphere is still a million-C-bill asset, hundreds of thousands even at HBS's iniquitous prices, and they could sell up for more money than an average colonist sees in a lifetime. I guess that once you've started piling up the 100K debts it's not such a good deal, plus there's always the big score coming up at the very next job...

Just to tie off some loose ends.

Aleks, GV and Behemoth all ended as 10/10/10/10 pilots (Aleks had 77,000+ leftover XP - I think if I run another career with 5 parts/Mech I'll set the XP gain to slow to stop the pilots maxing out before the Mechs). Dekker and Arclight didn't quite make it - they finished at 10/10/10/9 & 10/10/8/10.
Aleks' call-sign (never mentioned in the letters) was actually "Stony".

Blockade's last ride Judgement was a T-Bolt SE with 5x ML, 2x SRM-4, full jumpjets and a pile of heatsinks.
The Grasshopper Aleks used in the second-last story mission ("Locura") had 7x ML, 6x SL.
I also had a T-Bolt S with an AC20++ that didn't get screen time and a utility Orion-K with SRM4, SRM6, 4xML and an AC-5.
(If I'm not going for a dedicated LRM or sniper build I tend to stick with ML/SRM loadouts, especially late-game when the ++ and +++ weapons come out. At least pre-Heavy Metal, the damage boosts on the ML++ SRM++ and LRM++ made most LosTech look a little silly. The final loadout on Mastiff was LL++ (damage) 3x ML++ (damage) 3x ML+++ (+3 Acc +50% crit) 2x SL++ (damage) and the standard tactic was (1) called-shot to whichever enemy torso location has the ammo and (2) watch the fireworks.)
 

stnylan

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It was a great read, and I'm glad I found it ongoing.