Firing arc for the torso LRMs is just one hex short of the tank at 4917.Stefan Stirzaker wrote: ↑Fri Feb 09, 2018 2:49 am Dervish to 4022, kick and fire both arms at APC. LRMS at 4917
Let's Play Together: GM'd Battletech via Megamek III
Moderator: Zaxxon
- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek III
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Re: Let's Play Together: GM'd Battletech via Megamek III
Can I suggest that Cylus Maxii jump to 2923 instead, and unload on the Jenner? I think our only plausible route to victory here is through getting the enemy force depleted by 50%+ ASAP anyway, and I'm not inclined to sweat that one building much anymore.
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Re: Let's Play Together: GM'd Battletech via Megamek III
OK, that works.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Ok no LRMs then Unless there's someone else it can get .NickAragua wrote: ↑Fri Feb 09, 2018 1:19 pmFiring arc for the torso LRMs is just one hex short of the tank at 4917.Stefan Stirzaker wrote: ↑Fri Feb 09, 2018 2:49 am Dervish to 4022, kick and fire both arms at APC. LRMS at 4917
Quickdraw 2628 (facing southeast, possible torso twist to the left) and then unloading on the Firestarter in 2728
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Re: Let's Play Together: GM'd Battletech via Megamek III
"This is Lucifer One, coming in for a strafing run. L-2, hang back and nail that Eagle for me."
Archinerd conserves the Dervish's heat and only fires two medium lasers and an SRM, taking off a wheel, then takes advantage of the vehicles lack of mobility to crush the left side entirely.
Gbasden takes some fire from the Dervish as it runs by, but it goes overhead or hits the water. The less said about his attempts at shooting the APC, the better. Meanwhile, the Firestarter, rather than get punched in the leg, fires up the jumpjets and heads northwest.
Madmarcus's Wolverine unloads on the nearby Pegasus, heavily damaging the hover skirt and reducing its mobility. He takes a whole bunch of SRMs in return, falling over forward.
The Thunderbolt hops back and fires lasers at the nearby Wasp, stripping armor off the right arm, then spares a kick for the infantry in the nearby control building. A large amount of shrapnel crushes three dudes.
El Guapo hits the Wolverine with the remaining AC/10 and two medium lasers.
Paingod takes a bunch of SRMs from the Harasser. It's hard to hit it, so he takes the right arm off the distant Hunter light mech instead with the PPC. That one had the medium laser.
The Orion fires lasers and SRMs at the Wasp, blowing off the right leg, sending the little bug mech to the ground.
Freyland's Quickdraw scores a hit on the enemy Firestarter then takes a very large amount of SRMs in return from a variety of sources. The armor on the right arm takes a breach, and the mech loses the shoulder and upper arm actuator. Followed by the arm. Well, at least we won't have to spend time pulling the arm off to fix that actuator.
Our Lucifer makes a strafing run over a straight line of tanks. The APC closing in with additional infantry is sliced in half by a large laser. The one that just dropped troops off takes a couple of hits as well, losing all mobility. He also nails a Vedette and immobilizes the Pegasus damaged by Madmarcus. He takes some fire from the Eagle, which is shot up by the second Lucifer.
Raw movement, firing, heat data:
Isgrimnur blinks as he wakes up, his mech on the ground and the battle having moved on.
El Guapo looks with concern at his damage indicator - the right side of his mech is just about gone, and center torso armor is reduced to four loosely hanging plates attached by a couple of wire strands.
Madmarcus' Wolverine's armor is showing yellow or red across the board, while Freyland's Quickdraw is missing the right arm.
The crews of the disabled Pegasus and hover APC scamper out, as reinforcements pile in to the center of town in an attempt to secure it. The heavier mechs stay on the outskirts of town, looking for easy LRM shots. The light mechs that made a mess of the southwest of the town slowly and carefully get up. The westernmost Javelin begins limping away from the battlefield, smoke coming out of the torso section.
[mechanical notes]
14 enemy units are disabled, destroyed or crippled.
The center is kind of a mess (completely unreadable when I turn on unit name display), so I'll do my best to describe the situation:
Hex 2625 has a Pegasus facing southeast, with a +3 movement mod.
Hex 2726 has a Galleon facing southeast, with a +3 movement mod. The Pegasus in that hex is abandoned.
Hex 2826 (right above El Guapo's beat-up Rifleman) has a Saladin facing southwest, with a +3 movement mod. The Hover APC in that hex is abandoned.
Hex 2725 has a Packrat facing northeast, with a +2 movement mod.
Hex 2825 (the control building) has a Wolverine standing on top of it, facing northeast. Building CF is 65.
All the mechs in the center area (Javelins, Jenner, Firestarter, Wolverine) jumped for a total +4 movement mod.
The rest of the units, I've written out the mods for on the map.
[/mechanical notes]
Archinerd conserves the Dervish's heat and only fires two medium lasers and an SRM, taking off a wheel, then takes advantage of the vehicles lack of mobility to crush the left side entirely.
Gbasden takes some fire from the Dervish as it runs by, but it goes overhead or hits the water. The less said about his attempts at shooting the APC, the better. Meanwhile, the Firestarter, rather than get punched in the leg, fires up the jumpjets and heads northwest.
Madmarcus's Wolverine unloads on the nearby Pegasus, heavily damaging the hover skirt and reducing its mobility. He takes a whole bunch of SRMs in return, falling over forward.
The Thunderbolt hops back and fires lasers at the nearby Wasp, stripping armor off the right arm, then spares a kick for the infantry in the nearby control building. A large amount of shrapnel crushes three dudes.
El Guapo hits the Wolverine with the remaining AC/10 and two medium lasers.
Paingod takes a bunch of SRMs from the Harasser. It's hard to hit it, so he takes the right arm off the distant Hunter light mech instead with the PPC. That one had the medium laser.
The Orion fires lasers and SRMs at the Wasp, blowing off the right leg, sending the little bug mech to the ground.
Freyland's Quickdraw scores a hit on the enemy Firestarter then takes a very large amount of SRMs in return from a variety of sources. The armor on the right arm takes a breach, and the mech loses the shoulder and upper arm actuator. Followed by the arm. Well, at least we won't have to spend time pulling the arm off to fix that actuator.
Our Lucifer makes a strafing run over a straight line of tanks. The APC closing in with additional infantry is sliced in half by a large laser. The one that just dropped troops off takes a couple of hits as well, losing all mobility. He also nails a Vedette and immobilizes the Pegasus damaged by Madmarcus. He takes some fire from the Eagle, which is shot up by the second Lucifer.
Raw movement, firing, heat data:
Spoiler:
Isgrimnur blinks as he wakes up, his mech on the ground and the battle having moved on.
El Guapo looks with concern at his damage indicator - the right side of his mech is just about gone, and center torso armor is reduced to four loosely hanging plates attached by a couple of wire strands.
Madmarcus' Wolverine's armor is showing yellow or red across the board, while Freyland's Quickdraw is missing the right arm.
The crews of the disabled Pegasus and hover APC scamper out, as reinforcements pile in to the center of town in an attempt to secure it. The heavier mechs stay on the outskirts of town, looking for easy LRM shots. The light mechs that made a mess of the southwest of the town slowly and carefully get up. The westernmost Javelin begins limping away from the battlefield, smoke coming out of the torso section.
[mechanical notes]
14 enemy units are disabled, destroyed or crippled.
The center is kind of a mess (completely unreadable when I turn on unit name display), so I'll do my best to describe the situation:
Hex 2625 has a Pegasus facing southeast, with a +3 movement mod.
Hex 2726 has a Galleon facing southeast, with a +3 movement mod. The Pegasus in that hex is abandoned.
Hex 2826 (right above El Guapo's beat-up Rifleman) has a Saladin facing southwest, with a +3 movement mod. The Hover APC in that hex is abandoned.
Hex 2725 has a Packrat facing northeast, with a +2 movement mod.
Hex 2825 (the control building) has a Wolverine standing on top of it, facing northeast. Building CF is 65.
All the mechs in the center area (Javelins, Jenner, Firestarter, Wolverine) jumped for a total +4 movement mod.
The rest of the units, I've written out the mods for on the map.
[/mechanical notes]
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Re: Let's Play Together: GM'd Battletech via Megamek III
So just checking, with 14 destroyed, we only need another 7 to force them to retreat?
Can the quickdraw get to2725 or 2624 with jumpjets?
Can the quickdraw get to2725 or 2624 with jumpjets?
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Re: Let's Play Together: GM'd Battletech via Megamek III
Yes, it can. Not the best spot if you're trying to avoid getting hit, since the magic numbers for jumping are 1/3/5.Stefan Stirzaker wrote: ↑Sat Feb 10, 2018 12:21 am So just checking, with 14 destroyed, we only need another 7 to force them to retreat?
Can the quickdraw get to2725 or 2624 with jumpjets?
7 units should do fine, yes, although high success in capturing their objectives may spur them on to incredibly heights of bravery (if they've got control of a lot of buildings, you might need to blow up more enemy units or kill the infantry in the objective buildings (possibly destroying the buildings in the process).
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Re: Let's Play Together: GM'd Battletech via Megamek III
If the phoenix hawk moved to 2824, would that hinder the infantry at all from getting to the facility in 2924? Also, sorry if I'm missing it, but what is the movement modifier for the unit in 3923? Also, hypothetically, how effective would PPCs be against the infantry in 3724? if I could kill it does it count as a destroyed unit for forcing retreat? And what kind of unit is that in 4817? Sorry for all the questions.
Man did I screw up positioning on my units. I forgot just how fast these damned things move.
Man did I screw up positioning on my units. I forgot just how fast these damned things move.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Same, i thought i had tons of room and then boom they're there!gbasden wrote: ↑Sat Feb 10, 2018 3:13 am If the phoenix hawk moved to 2824, would that hinder the infantry at all from getting to the facility in 2924? Also, sorry if I'm missing it, but what is the movement modifier for the unit in 3923? Also, hypothetically, how effective would PPCs be against the infantry in 3724? if I could kill it does it count as a destroyed unit for forcing retreat? And what kind of unit is that in 4817? Sorry for all the questions.
Man did I screw up positioning on my units. I forgot just how fast these damned things move.
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Re: Let's Play Together: GM'd Battletech via Megamek III
A mech in 2824 would mean it takes the infantry an two turns to get to 2924 rather than one - they'll be able to enter 2824 but not exit it (normally, they'd sprint the two hexes). Just make sure to get out of the way if they wind up in the same hex as you or they might swarm you.gbasden wrote: ↑Sat Feb 10, 2018 3:13 am If the phoenix hawk moved to 2824, would that hinder the infantry at all from getting to the facility in 2924? Also, sorry if I'm missing it, but what is the movement modifier for the unit in 3923? Also, hypothetically, how effective would PPCs be against the infantry in 3724? if I could kill it does it count as a destroyed unit for forcing retreat? And what kind of unit is that in 4817? Sorry for all the questions.
Man did I screw up positioning on my units. I forgot just how fast these damned things move.
I wouldn't worry about the former APC in 3923, it's been shot up and stomped pretty good by Archinerd's Dervish.
PPCs firing at the infantry in 3724 would hit the building. It's a "heavy" building, so the infantry inside takes 25% of the damage, rounded up (so, 3 per PPC shot).
4817 is a Striker tank. Mounts an LRM/10 and SRM/6.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Ugh, ok.
Phoenix Hawk will move to 2824 facing SW and fire upon/stomp the infantry in 2725. Paingod will jump to 3619 and unload on the enemy mech in 3720 with a follow up punch. If I recall correctly it's either easier or automatic to hit a building, so if that's true the Awesome will move to 3822 and attack the infantry in the building in 3724. If the to hit penalties are too severe, I'll stop in 3922.
Phoenix Hawk will move to 2824 facing SW and fire upon/stomp the infantry in 2725. Paingod will jump to 3619 and unload on the enemy mech in 3720 with a follow up punch. If I recall correctly it's either easier or automatic to hit a building, so if that's true the Awesome will move to 3822 and attack the infantry in the building in 3724. If the to hit penalties are too severe, I'll stop in 3922.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Orion at 2018 facing south, firing on the Hornet.
QEII to jump to 3725, facing NE and unloading at the mech at 4025.
I will try to stand up, and fire at 2821. If there's a better chance of me collapsing the building than damaging the mech, I'll go that route.
QEII to jump to 3725, facing NE and unloading at the mech at 4025.
I will try to stand up, and fire at 2821. If there's a better chance of me collapsing the building than damaging the mech, I'll go that route.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Freyland Quickdraw to 2226 facing east. Firing at anything possible. Tanks, APC, mechs on buildings.
Archinard to 4421facing west. Kicking punching close mechs. Firing SRM and Mediums at close mechs and the tank at 3923. LRMS at 3720 if it's not shadowed by buildings.
Archinard to 4421facing west. Kicking punching close mechs. Firing SRM and Mediums at close mechs and the tank at 3923. LRMS at 3720 if it's not shadowed by buildings.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Wolverine - get up and jump to 2527. Attack mech in 2626
Thunderbolt - jump to 2624, facing southeast. Attack whatever targets are best.
Rifleman - lift arms and start leaving the battlefield. With no jumpjets to get to a safer location and almost no armor left, I get the sense that it would be foolish to do anything other than this, but let me know if that's not correct.
Thunderbolt - jump to 2624, facing southeast. Attack whatever targets are best.
Rifleman - lift arms and start leaving the battlefield. With no jumpjets to get to a safer location and almost no armor left, I get the sense that it would be foolish to do anything other than this, but let me know if that's not correct.
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Re: Let's Play Together: GM'd Battletech via Megamek III
With the right torso section is still technically intact, so I don't think they'd go for it. At this point, it's either bail out or crash through a nearby building and try to hide there (or stick it out, turning the wounded mech section away from the fight).
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Re: Let's Play Together: GM'd Battletech via Megamek III
I thought that one could "lift arms" and run away and they wouldn't fire on you? That's not an option?NickAragua wrote: ↑Mon Feb 12, 2018 3:51 pmWith the right torso section is still technically intact, so I don't think they'd go for it. At this point, it's either bail out or crash through a nearby building and try to hide there (or stick it out, turning the wounded mech section away from the fight).
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Re: Let's Play Together: GM'd Battletech via Megamek III
Anyway, if the Rifleman can't flee like a coward, then he'll turn left, back up into 2727, turn right, and torso twist to the right, then fire whatever he can at 2728.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Correct. Mechanically, you can do that once you've passed the "forced withdrawal" threshold, which is when:El Guapo wrote: ↑Mon Feb 12, 2018 4:00 pmI thought that one could "lift arms" and run away and they wouldn't fire on you? That's not an option?NickAragua wrote: ↑Mon Feb 12, 2018 3:51 pmWith the right torso section is still technically intact, so I don't think they'd go for it. At this point, it's either bail out or crash through a nearby building and try to hide there (or stick it out, turning the wounded mech section away from the fight).
- your mech loses a torso section entirely (right torso internal structure is still fully intact, so no)
- takes two engine, or an engine and gyro hit (no)
- loses sensors (no)
- internal damage in three or more limbs (no)
- internal damage in two torso sections (not even one)
- four or more pilot hits (no)
- depleted all ammo and can't fire beyond range 3 (no)
Spoiler:
You do want to avoid exposing that side as much as possible, since that's where all the AC/10 ammo is.
Edit: So your move is about as good as it gets without plowing into one of the buildings to hide out. The building in 2728 and 2728 is height 1 so it's not the best cover.
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Re: Let's Play Together: GM'd Battletech via Megamek III
I missed it, but that building is height 6, so you can't make it over.
Also, you guys should really through your weight around more. What's with all this stopping one hex short stuff? Get in there and mix it up!
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Re: Let's Play Together: GM'd Battletech via Megamek III
Ok then. I guess I'll stick with my move and hope for the best.NickAragua wrote: ↑Mon Feb 12, 2018 4:18 pmCorrect. Mechanically, you can do that once you've passed the "forced withdrawal" threshold, which is when:El Guapo wrote: ↑Mon Feb 12, 2018 4:00 pmI thought that one could "lift arms" and run away and they wouldn't fire on you? That's not an option?NickAragua wrote: ↑Mon Feb 12, 2018 3:51 pmWith the right torso section is still technically intact, so I don't think they'd go for it. At this point, it's either bail out or crash through a nearby building and try to hide there (or stick it out, turning the wounded mech section away from the fight).
- your mech loses a torso section entirely (right torso internal structure is still fully intact, so no)
- takes two engine, or an engine and gyro hit (no)
- loses sensors (no)
- internal damage in three or more limbs (no)
- internal damage in two torso sections (not even one)
- four or more pilot hits (no)
- depleted all ammo and can't fire beyond range 3 (no)
So, basically, that's the status of the Rifleman currently. Fluff-wise, there's no way that the opfor will believe it to be a genuine surrender.Spoiler:
You do want to avoid exposing that side as much as possible, since that's where all the AC/10 ammo is.
Edit: So your move is about as good as it gets without plowing into one of the buildings to hide out. The building in 2728 and 2728 is height 1 so it's not the best cover.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Ugh, missed one more detail. If you're getting up, you can't jump, so the Wolverine move is no good.
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Re: Let's Play Together: GM'd Battletech via Megamek III
What are the heights on 3820 and 3821?NickAragua wrote: ↑Mon Feb 12, 2018 4:29 pmI missed it, but that building is height 6, so you can't make it over.
Also, you guys should really through your weight around more. What's with all this stopping one hex short stuff? Get in there and mix it up!
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Re: Let's Play Together: GM'd Battletech via Megamek III
6 and 1 respectively.Isgrimnur wrote: ↑Mon Feb 12, 2018 4:43 pmWhat are the heights on 3820 and 3821?NickAragua wrote: ↑Mon Feb 12, 2018 4:29 pmI missed it, but that building is height 6, so you can't make it over.
Also, you guys should really through your weight around more. What's with all this stopping one hex short stuff? Get in there and mix it up!
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Re: Let's Play Together: GM'd Battletech via Megamek III
Can the wolverine back up into the building behind him?NickAragua wrote: ↑Mon Feb 12, 2018 4:32 pm Ugh, missed one more detail. If you're getting up, you can't jump, so the Wolverine move is no good.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Not back up (Megamek is showing it as an illegal move, probably because it takes him into running MP territory), but he has enough MP to move there and face southeast (or straight north). It's two piloting rolls: 5+ to get up, 7+ to get into the building (and also the basement roll).El Guapo wrote: ↑Mon Feb 12, 2018 4:46 pmCan the wolverine back up into the building behind him?NickAragua wrote: ↑Mon Feb 12, 2018 4:32 pm Ugh, missed one more detail. If you're getting up, you can't jump, so the Wolverine move is no good.
It's a nice, solid 87 CF though, so the whole thing won't collapse at least.
Also, a reminder that you can walk *through* friendly mechs with no problem.
Last edited by NickAragua on Mon Feb 12, 2018 4:50 pm, edited 1 time in total.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Well, let's just turn toward the guy to my North and give him a great, big SRM and laser bearhug.
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Re: Let's Play Together: GM'd Battletech via Megamek III
If the Wolverine gets up and stands there, can the Wolverine run through a building that an enemy mech is standing on top of (specifically, 2728)? If not, what happens if he tries to run into that space?
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Re: Let's Play Together: GM'd Battletech via Megamek III
Somehow, the Wolverine can run through 2728, yes. It's a 5+, 7+, 4+ (get up, run through building, run and turn on pavement, as you cannot remain in the building and cannot move into the next hex of the building). Also, the building miraculously has just enough CF to hold both mechs, unless the Wolverine falls over while inside and damages the building even a little bit, at which point the whole thing comes down.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Whoops, that second "Wolverine" should say "Rifleman".NickAragua wrote: ↑Mon Feb 12, 2018 5:05 pmSomehow, the Wolverine can run through 2728, yes. It's a 5+, 7+, 4+ (get up, run through building, run and turn on pavement, as you cannot remain in the building and cannot move into the next hex of the building). Also, the building miraculously has just enough CF to hold both mechs, unless the Wolverine falls over while inside and damages the building even a little bit, at which point the whole thing comes down.
My plan is for the Wolverine to get up and stay there (attacking the best targets), and then the Rifleman runs to 2530, then attacks the mech in 2630.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Sorry, no can do on the Rifleman to 2530. That's 7 MP at least. He can do 2629.El Guapo wrote: ↑Mon Feb 12, 2018 5:09 pmWhoops, that second "Wolverine" should say "Rifleman".NickAragua wrote: ↑Mon Feb 12, 2018 5:05 pmSomehow, the Wolverine can run through 2728, yes. It's a 5+, 7+, 4+ (get up, run through building, run and turn on pavement, as you cannot remain in the building and cannot move into the next hex of the building). Also, the building miraculously has just enough CF to hold both mechs, unless the Wolverine falls over while inside and damages the building even a little bit, at which point the whole thing comes down.
My plan is for the Wolverine to get up and stay there (attacking the best targets), and then the Rifleman runs to 2530, then attacks the mech in 2630.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Does plowing through a building require extra movement? Otherwise that should be 6 MP (turn 1, forward 3, turn left, forward 1).NickAragua wrote: ↑Mon Feb 12, 2018 5:33 pmSorry, no can do on the Rifleman to 2530. That's 7 MP at least. He can do 2629.El Guapo wrote: ↑Mon Feb 12, 2018 5:09 pmWhoops, that second "Wolverine" should say "Rifleman".NickAragua wrote: ↑Mon Feb 12, 2018 5:05 pmSomehow, the Wolverine can run through 2728, yes. It's a 5+, 7+, 4+ (get up, run through building, run and turn on pavement, as you cannot remain in the building and cannot move into the next hex of the building). Also, the building miraculously has just enough CF to hold both mechs, unless the Wolverine falls over while inside and damages the building even a little bit, at which point the whole thing comes down.
My plan is for the Wolverine to get up and stay there (attacking the best targets), and then the Rifleman runs to 2530, then attacks the mech in 2630.
2529 would also work fine.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Yeah, for a heavy building, it's +3 MP per hex. So walking over it is actually cheaper.El Guapo wrote: ↑Mon Feb 12, 2018 5:40 pmDoes plowing through a building require extra movement? Otherwise that should be 6 MP (turn 1, forward 3, turn left, forward 1).NickAragua wrote: ↑Mon Feb 12, 2018 5:33 pmSorry, no can do on the Rifleman to 2530. That's 7 MP at least. He can do 2629.El Guapo wrote: ↑Mon Feb 12, 2018 5:09 pmWhoops, that second "Wolverine" should say "Rifleman".NickAragua wrote: ↑Mon Feb 12, 2018 5:05 pmSomehow, the Wolverine can run through 2728, yes. It's a 5+, 7+, 4+ (get up, run through building, run and turn on pavement, as you cannot remain in the building and cannot move into the next hex of the building). Also, the building miraculously has just enough CF to hold both mechs, unless the Wolverine falls over while inside and damages the building even a little bit, at which point the whole thing comes down.
My plan is for the Wolverine to get up and stay there (attacking the best targets), and then the Rifleman runs to 2530, then attacks the mech in 2630.
2529 would also work fine.
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- El Guapo
- Posts: 42010
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- Location: Boston
Re: Let's Play Together: GM'd Battletech via Megamek III
But I can't walk over it because of the enemy mech on top of the building, right? Or is that a legal move?NickAragua wrote: ↑Mon Feb 12, 2018 5:44 pmYeah, for a heavy building, it's +3 MP per hex. So walking over it is actually cheaper.El Guapo wrote: ↑Mon Feb 12, 2018 5:40 pmDoes plowing through a building require extra movement? Otherwise that should be 6 MP (turn 1, forward 3, turn left, forward 1).NickAragua wrote: ↑Mon Feb 12, 2018 5:33 pmSorry, no can do on the Rifleman to 2530. That's 7 MP at least. He can do 2629.El Guapo wrote: ↑Mon Feb 12, 2018 5:09 pmWhoops, that second "Wolverine" should say "Rifleman".NickAragua wrote: ↑Mon Feb 12, 2018 5:05 pmSomehow, the Wolverine can run through 2728, yes. It's a 5+, 7+, 4+ (get up, run through building, run and turn on pavement, as you cannot remain in the building and cannot move into the next hex of the building). Also, the building miraculously has just enough CF to hold both mechs, unless the Wolverine falls over while inside and damages the building even a little bit, at which point the whole thing comes down.
My plan is for the Wolverine to get up and stay there (attacking the best targets), and then the Rifleman runs to 2530, then attacks the mech in 2630.
2529 would also work fine.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek III
You can go 2827 -> 2828 -> 2729 -> 2629.
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- El Guapo
- Posts: 42010
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- Location: Boston
Re: Let's Play Together: GM'd Battletech via Megamek III
Ok, we'll go with that.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek III
"This is L-Two to L-One, good effect on target. Coming on on your vector, keep that Eagle off me."
Madmarcus struggles to his feet as the enemy Wolverine jumps on top of the building in front of him, exposing its back. The volume of incoming fire is unpleasant, and a Saladin AC/20 takes off the right torso. His Wolverine is unable to keep balanced and falls back down.
Gbasden chases after the infantry attempting to escape into one of the factory structures. Three PPCs and a boot bring the building down, and the platoon is reduced to eight ragged stragglers.
Archinerd hops over and absorbs some SRM and medium laser fire. Well, only one medium laser hits, and four SRMs, the rest go wide. His kick strips weakened armor off the Trebuchet's leg, snapping myomer bundles but the mechwarrior controls his mech and remains upright. Still, the left leg looks like it's hanging on by a thread.
Cylus Maxii walks over and begins picking off individual infantry with lasers, frying six men, while the Thunderbolt targets the Packrat. The Thunderbolt eats a large number of SRMs from the Pegasus. He takes multiple head shots from SRMs, breaching head armor. The breeze cools the mechwarrior off nicely so he doesn't black out. Then, a bunch of automatic rifle fire from the nearby infantry platoon focuses in on the armor breach, and the mech falls over, as the transmission cuts out. Mechwarrior status is unknown.
Enriquez' Quickdraw takes the left arm off the target Firestarter with a medium laser, and damages a leg actuator with the SRMs, causing the little mech to fall over as the mechwarrior blacks out. She gives the mech another boot, damaging a leg actuator as it goes down.
El Guapo's Rifleman walks up to and opens up on an enemy Firestarter, taking off the right torso with the remaining AC/10 and blowing through the center torso armor with a medium laser to damage the gyro. A large number of LRMs come in from the south, cracking open the center torso armor and damaging his gyro, however. He manages to take a knee.
Isgrimnur's having a bad day against Wasp-launched SRMs, as one breaches his right arm armor and severs the arm. "Hey, I needed that PPC!". The impact throws his aim off completely (the building wasn't going to reach low enough CF)
The Orion walks out from the woods and is rewarded with a PPC to the center torso. Armor holds, thankfully, but it throws off the mechwarrior's aim.
The Lucifer's strafing run is a little less successful. There are some explosions and some tanks are destroyed, and the Javelin on top of the building staggers a little, but the two destroyed tanks were already immobilized. The second Lucifer blasts the Eagle quite well though, but it remains in the air.
Raw Data:
Having gotten a little beat up by the strafing runs, the opfor spreads out from the center of town. Some hovertanks break west, some break north. Some light mechs cycle into the center while others cycle out to cool off. El Guapo's target wasn't in great shape to begin with (missing a third of the torso section). With El Guapo taking off the other side of the torso, the mechwarrior loses his cool and slowly limps off, the mech barely remaining upright. He'd jump, but he's got no jump jets left.
The remnants of Gbasden's rampage scamper off to the south, trying to get into one of their objective buildings.
By some magical luck, a Packrat makes it through the confusion in the center of town and emerges to the east.
A Firestarter misjudges his jump and collapses the building to Isgrimnur's left.
[mechanical notes]
Two enemy mechs crippled this round - Firestarter to the south and Firestarter to the northeast.
The Wolverine is considered crippled and may retreat.
Rubble may be moved through, but it's +1 MP and a straight piloting roll.
Edit: missed a mech - the Spider has a +3 mod.
[/mechanical notes]
Madmarcus struggles to his feet as the enemy Wolverine jumps on top of the building in front of him, exposing its back. The volume of incoming fire is unpleasant, and a Saladin AC/20 takes off the right torso. His Wolverine is unable to keep balanced and falls back down.
Gbasden chases after the infantry attempting to escape into one of the factory structures. Three PPCs and a boot bring the building down, and the platoon is reduced to eight ragged stragglers.
Archinerd hops over and absorbs some SRM and medium laser fire. Well, only one medium laser hits, and four SRMs, the rest go wide. His kick strips weakened armor off the Trebuchet's leg, snapping myomer bundles but the mechwarrior controls his mech and remains upright. Still, the left leg looks like it's hanging on by a thread.
Cylus Maxii walks over and begins picking off individual infantry with lasers, frying six men, while the Thunderbolt targets the Packrat. The Thunderbolt eats a large number of SRMs from the Pegasus. He takes multiple head shots from SRMs, breaching head armor. The breeze cools the mechwarrior off nicely so he doesn't black out. Then, a bunch of automatic rifle fire from the nearby infantry platoon focuses in on the armor breach, and the mech falls over, as the transmission cuts out. Mechwarrior status is unknown.
Enriquez' Quickdraw takes the left arm off the target Firestarter with a medium laser, and damages a leg actuator with the SRMs, causing the little mech to fall over as the mechwarrior blacks out. She gives the mech another boot, damaging a leg actuator as it goes down.
El Guapo's Rifleman walks up to and opens up on an enemy Firestarter, taking off the right torso with the remaining AC/10 and blowing through the center torso armor with a medium laser to damage the gyro. A large number of LRMs come in from the south, cracking open the center torso armor and damaging his gyro, however. He manages to take a knee.
Isgrimnur's having a bad day against Wasp-launched SRMs, as one breaches his right arm armor and severs the arm. "Hey, I needed that PPC!". The impact throws his aim off completely (the building wasn't going to reach low enough CF)
The Orion walks out from the woods and is rewarded with a PPC to the center torso. Armor holds, thankfully, but it throws off the mechwarrior's aim.
The Lucifer's strafing run is a little less successful. There are some explosions and some tanks are destroyed, and the Javelin on top of the building staggers a little, but the two destroyed tanks were already immobilized. The second Lucifer blasts the Eagle quite well though, but it remains in the air.
Raw Data:
Spoiler:
Having gotten a little beat up by the strafing runs, the opfor spreads out from the center of town. Some hovertanks break west, some break north. Some light mechs cycle into the center while others cycle out to cool off. El Guapo's target wasn't in great shape to begin with (missing a third of the torso section). With El Guapo taking off the other side of the torso, the mechwarrior loses his cool and slowly limps off, the mech barely remaining upright. He'd jump, but he's got no jump jets left.
The remnants of Gbasden's rampage scamper off to the south, trying to get into one of their objective buildings.
By some magical luck, a Packrat makes it through the confusion in the center of town and emerges to the east.
A Firestarter misjudges his jump and collapses the building to Isgrimnur's left.
[mechanical notes]
Two enemy mechs crippled this round - Firestarter to the south and Firestarter to the northeast.
The Wolverine is considered crippled and may retreat.
Rubble may be moved through, but it's +1 MP and a straight piloting roll.
Edit: missed a mech - the Spider has a +3 mod.
[/mechanical notes]
Black Lives Matter
- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via Megamek III
What's my status and where's that Wasp?
It's almost as if people are the problem.
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
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Re: Let's Play Together: GM'd Battletech via Megamek III
Right arm and PPC missing. Armor elsewhere is medium-high. Wasp jumped to 2926.
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- gbasden
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Re: Let's Play Together: GM'd Battletech via Megamek III
If I recall correctly, now that they are out of the building my PPC shots would only kill a single trooper per hit?
- gbasden
- Posts: 7858
- Joined: Wed Oct 13, 2004 1:57 am
- Location: Sacramento, CA
Re: Let's Play Together: GM'd Battletech via Megamek III
gbasden wrote: ↑Tue Feb 13, 2018 12:25 am If I recall correctly, now that they are out of the building my PPC shots would only kill a single trooper per hit?
Never mind - looking at the raw data there are a lot more men in that unit than I can possibly kill. That was a waste of time.
The Awesome will move back to 4021 facing NE and fire at the mech in 4619 with 2 PPCs. Paingod will move to 4017 facing NE and fire at the same mech.