Let's Play Together: GM'd Battletech via Megamek III
Moderator: Zaxxon
- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek III
Yeah I don't think it's worth shooting at the infantry at all.
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- gbasden
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek III
Yeah, that's my bad for not making it explicit. Platoon = 28 guys, Squad = 7 guys. The packrats and light APCs carry two squads each, the heavy APCs had platoons. Given the mechs you've got, you're better off shooting at infantry with missiles rather than direct-fire weapons.
Collapsing the building on those guys was pretty effective though. But yeah, it's definitely a waste of an Awesome's PPCs to be shooting at a 1/3 strength infantry platoon.
Collapsing the building on those guys was pretty effective though. But yeah, it's definitely a waste of an Awesome's PPCs to be shooting at a 1/3 strength infantry platoon.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek III
How many movement points is it to get up from "taking a knee"? As a side note, I am very proud of my Rifleman for taking a stand on police violence against minorities.
Also, how many units away are we from reaching 50% enemy force destroyed?
Also, how many units away are we from reaching 50% enemy force destroyed?
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek III
Probable plan:
- Wolverine - flee for his life
- Rifleman - move to 2530, fire at mech in 2531, prepare to flee for his life
- Thunderbolt - jump to 3025, fire at vehicle in 3326, eagerly anticipate the moment when we can surrender / flee.
- Wolverine - flee for his life
- Rifleman - move to 2530, fire at mech in 2531, prepare to flee for his life
- Thunderbolt - jump to 3025, fire at vehicle in 3326, eagerly anticipate the moment when we can surrender / flee.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek III
16 / 44 enemy units have been destroyed, disabled or crippled and routed.
edit: You're looking a the Firestarter in 2531, and he's got no left torso or right torso (or any of the corresponding arms). Just one flamer in the center torso. I'd suggest picking a different target.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek III
Ah. I take it that that Firestarter is counting as one of the 16 "destroyed, disabled, crippled, or routed" enemy mechs? If not, I'm still going to attack it, to drive that number up.NickAragua wrote: ↑Tue Feb 13, 2018 11:18 am16 / 44 enemy units have been destroyed, disabled or crippled and routed.
edit: You're looking a the Firestarter in 2531, and he's got no left torso or right torso (or any of the corresponding arms). Just one flamer in the center torso. I'd suggest picking a different target.
Otherwise...what's the vehicle in 1926? I'll probably go to 2529 and fire at that vehicle, unless it's a Saladin or some other vehicle packing an AC/20 or something.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek III
Correct, the Firestarter is crippled and retreating.El Guapo wrote: ↑Tue Feb 13, 2018 11:29 am Ah. I take it that that Firestarter is counting as one of the 16 "destroyed, disabled, crippled, or routed" enemy mechs? If not, I'm still going to attack it, to drive that number up.
Otherwise...what's the vehicle in 1926? I'll probably go to 2529 and fire at that vehicle, unless it's a Saladin or some other vehicle packing an AC/20 or something.
The vehicle is an LTV-4. Packs a turret-mounted PPC and SRM/4 launcher.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek III
Ugh, a PPC.NickAragua wrote: ↑Tue Feb 13, 2018 11:40 amCorrect, the Firestarter is crippled and retreating.El Guapo wrote: ↑Tue Feb 13, 2018 11:29 am Ah. I take it that that Firestarter is counting as one of the 16 "destroyed, disabled, crippled, or routed" enemy mechs? If not, I'm still going to attack it, to drive that number up.
Otherwise...what's the vehicle in 1926? I'll probably go to 2529 and fire at that vehicle, unless it's a Saladin or some other vehicle packing an AC/20 or something.
The vehicle is an LTV-4. Packs a turret-mounted PPC and SRM/4 launcher.
Again, how many movement points is it to step up from a knee?
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek III
Sorry, forgot about that. 2 MP.
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- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via Megamek III
If the mech on the building is going to leave me an open rear spot, I'll take it. Move to 2722 , face South, and unload on him.
Orion will open up on the bug at 1922.
QE2 will rotate to face SE and open up on the tank at 3923.
Orion will open up on the bug at 1922.
QE2 will rotate to face SE and open up on the tank at 3923.
It's almost as if people are the problem.
- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek III
Thanks. Can the Blackjack in 2833 hit me in 2629, or does the building to the south block LOS? If it does, then I'll get up, turn right, torso twist to the right (to face my left side towards the LTV-4), and then fire at the LTV-4.
Also, the mech in 1433 is retreating, right?
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek III
The building blocks LOS. Torso-twisting doesn't actually change the direction of the incoming attacks. However, you get a free facing change when getting up from a knee, same as when getting up from being prone, so you can pick your direction.El Guapo wrote: ↑Tue Feb 13, 2018 12:48 pm Thanks. Can the Blackjack in 2833 hit me in 2629, or does the building to the south block LOS? If it does, then I'll get up, turn right, torso twist to the right (to face my left side towards the LTV-4), and then fire at the LTV-4.
Also, the mech in 1433 is retreating, right?
The mech in 1433 is also retreating. Rear armor is entirely stripped off, right arm is gone and the legs are composed more of sparks and loose wires than they are of actual structure.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek III
Ok. I'll go with 2629, then, and face north, and then fire at the LTV-4.NickAragua wrote: ↑Tue Feb 13, 2018 1:27 pmThe building blocks LOS. Torso-twisting doesn't actually change the direction of the incoming attacks. However, you get a free facing change when getting up from a knee, same as when getting up from being prone, so you can pick your direction.El Guapo wrote: ↑Tue Feb 13, 2018 12:48 pm Thanks. Can the Blackjack in 2833 hit me in 2629, or does the building to the south block LOS? If it does, then I'll get up, turn right, torso twist to the right (to face my left side towards the LTV-4), and then fire at the LTV-4.
Also, the mech in 1433 is retreating, right?
The mech in 1433 is also retreating. Rear armor is entirely stripped off, right arm is gone and the legs are composed more of sparks and loose wires than they are of actual structure.
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Re: Let's Play Together: GM'd Battletech via Megamek III
2226 quickdraw to stay there and fire and everyone in los
4421 to 4619 facing sw and punch kick and fire lasers at close targets 4320 and 3923.
Whats air support doing this rpund?
4421 to 4619 facing sw and punch kick and fire lasers at close targets 4320 and 3923.
Whats air support doing this rpund?
- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek III
Southern Lucifer will be making an attack run at one of the mechs in the very south (Dervish, Whitworth), or a target in the area around Archinerd's Dervish. The western Lucifer is either on air superiority or will attempt to hit a target of opportunity on the ground (however, that means the Eagle is free to strafe one of the OO mechs).
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek III
Can't reach that far: heat has reduced movement to 2/3. But, you can turn around at least.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek III
If you want to pick a target that hasn't already been destroyed, feel free.
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- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via Megamek III
That icon does not look sufficiently destroyed.NickAragua wrote: ↑Wed Feb 14, 2018 5:34 pmIf you want to pick a target that hasn't already been destroyed, feel free.
Let's jump to 3421 with a SW facing and give the mech at 3322 something to worry about.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek III
Heh, it's true, from the Quickdraw's angle, that APC looks just fine. The gaping hole is on the other side.
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- gbasden
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Re: Let's Play Together: GM'd Battletech via Megamek III
Well, then, let's do that.NickAragua wrote: ↑Wed Feb 14, 2018 5:12 pmCan't reach that far: heat has reduced movement to 2/3. But, you can turn around at least.
- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek III
Gbasden wonders briefly how in the hell Zenn7 can take the horribly oppressive heat while feeling about as sluggish as his mech is moving. The target Trebuchet takes PPCs to the left arm and torso, knocking the last of the armor off. He manages to avoid falling over as he's strafed by the enemy Eagle fighter.
Archinerd runs around the back of the same Trebuchet, firing at the weak rear armor, breaking through on the left torso and the right leg, then kicking the left leg out, bringing the mech down.
Madmarcus slips while trying to run away from the center of town, laying his mech out on top of the short building to the south. At least he doesn't have to worry about an SRM ammo explosion, as all his SRMs are scattered over the center of town, having rolled loose when the left torso section went missing.
The Thunderbolt opts to walk instead of jump-jetting, as the "slip-on-pavement" rolls are 2+. The mechwarrior manages to miss the Packrat with every shot, but frags a bunch of loose infantry with a spare LRM salvo - the rest of the platoon abandons their run to one of the objective buildings and scatters to the four winds.
Enriquez' Quickdraw hops backwards into the lake, firing at the Spider that had jumped nearby to cool off. Neither mech hits with anything, though.
Freyland takes a moment to stand still and get his bearings, as does the Orion. Freyland's laser and SRM salvo strips the armor off the top of the nearby Galleon tank, and the vehicle peels off to the east as fast as it can.
Isgrimnur walks around the back of the Jenner to fire at the rear quarter. The Jenner flips its arms, firing backwards and neither scores appreciable damage.
El Guapo's Rifleman takes two lasers to the left leg from the Firestarter, damaging a pair of actuators. His return fire nearly strips the armor from the smaller mech's left torso (sorry, the shot at the LTV-4 was like 9+, the Firestarter was a 6+) just before the leg gives out. The impact jostles the remaining AC/10 ammo, blowing the mech sky-high. Luckily, the ejection seat fires in just time, only sending the mechwarrior through a window and a couple of relatively soft plaster walls to land inside a building.
Lucifer One comes in with a solid laser strike on the Whitworth but takes an LRM to the cockpit.
Raw data:
The Trebuchet's owner simply powers down and starts climbing out. A wise move, considering the entire left half of the mech is missing and the ejection seat is pointed straight at the ground.
The Packrat that escaped from the Thunderbolt comes up to the last set of buildings and unloads an infantry squad.
The center of town is still locked down by light mechs and hovecraft, while the remaining enemy heavies (Dervishes, Whitworth) move to support the east flank.
[notes]
2 enemy units crippled this turn, bringing the total to 18/21.
OO company is currently down to 8/12 mechs.
The building in 2825 is 31/62 captured.
The building in 2924 is 22/59 captured.
I missed it in the picture, but the laser infantry platoon hiding out 3624 is routed as well.
[/notes]
Archinerd runs around the back of the same Trebuchet, firing at the weak rear armor, breaking through on the left torso and the right leg, then kicking the left leg out, bringing the mech down.
Madmarcus slips while trying to run away from the center of town, laying his mech out on top of the short building to the south. At least he doesn't have to worry about an SRM ammo explosion, as all his SRMs are scattered over the center of town, having rolled loose when the left torso section went missing.
The Thunderbolt opts to walk instead of jump-jetting, as the "slip-on-pavement" rolls are 2+. The mechwarrior manages to miss the Packrat with every shot, but frags a bunch of loose infantry with a spare LRM salvo - the rest of the platoon abandons their run to one of the objective buildings and scatters to the four winds.
Enriquez' Quickdraw hops backwards into the lake, firing at the Spider that had jumped nearby to cool off. Neither mech hits with anything, though.
Freyland takes a moment to stand still and get his bearings, as does the Orion. Freyland's laser and SRM salvo strips the armor off the top of the nearby Galleon tank, and the vehicle peels off to the east as fast as it can.
Isgrimnur walks around the back of the Jenner to fire at the rear quarter. The Jenner flips its arms, firing backwards and neither scores appreciable damage.
El Guapo's Rifleman takes two lasers to the left leg from the Firestarter, damaging a pair of actuators. His return fire nearly strips the armor from the smaller mech's left torso (sorry, the shot at the LTV-4 was like 9+, the Firestarter was a 6+) just before the leg gives out. The impact jostles the remaining AC/10 ammo, blowing the mech sky-high. Luckily, the ejection seat fires in just time, only sending the mechwarrior through a window and a couple of relatively soft plaster walls to land inside a building.
Lucifer One comes in with a solid laser strike on the Whitworth but takes an LRM to the cockpit.
Raw data:
Spoiler:
The Trebuchet's owner simply powers down and starts climbing out. A wise move, considering the entire left half of the mech is missing and the ejection seat is pointed straight at the ground.
The Packrat that escaped from the Thunderbolt comes up to the last set of buildings and unloads an infantry squad.
The center of town is still locked down by light mechs and hovecraft, while the remaining enemy heavies (Dervishes, Whitworth) move to support the east flank.
[notes]
2 enemy units crippled this turn, bringing the total to 18/21.
OO company is currently down to 8/12 mechs.
The building in 2825 is 31/62 captured.
The building in 2924 is 22/59 captured.
I missed it in the picture, but the laser infantry platoon hiding out 3624 is routed as well.
[/notes]
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- Zarathud
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Re: Let's Play Together: GM'd Battletech via Megamek III
This is ugly, win or lose.
"A lie can run round the world before the truth has got its boots on." -Terry Pratchett, The Truth
"The presence of those seeking the truth is infinitely to be preferred to those who think they've found it." -Terry Pratchett, Monstrous Regiment
"The presence of those seeking the truth is infinitely to be preferred to those who think they've found it." -Terry Pratchett, Monstrous Regiment
- gbasden
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Re: Let's Play Together: GM'd Battletech via Megamek III
Dervish to 4817 facing sw. Kick at striker. Short range at striker and vulcan. Lrms at harasser
Quickdraw to 2225 facing north fire at edgar and firestarter
Quickdraw to 2225 facing north fire at edgar and firestarter
- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via Megamek III
Back Orion to 1918 and fire on the Firestarter.
QEII will volte-face and fire on the Firestarter or Wolverine, whichever has the best solution.
I will jump to 3120 with a N facing and engage the Skulker. I don't like my current party companions.
QEII will volte-face and fire on the Firestarter or Wolverine, whichever has the best solution.
I will jump to 3120 with a N facing and engage the Skulker. I don't like my current party companions.
It's almost as if people are the problem.
- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek III
Well, my orders are getting simpler, anyway.
Wolverine will continue trying to flee like a little bitch. Kind of a shame that he can't even do that right, apparently.
Thunderbolt will stay in place. Fire the LRM10 at the infantry in 3728. Fire the the rest of the weaponry at the Packrat in the same space or at the Javeline in 3626, whichever is better.
Wolverine will continue trying to flee like a little bitch. Kind of a shame that he can't even do that right, apparently.
Thunderbolt will stay in place. Fire the LRM10 at the infantry in 3728. Fire the the rest of the weaponry at the Packrat in the same space or at the Javeline in 3626, whichever is better.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek III
No LOS to 3728 due to the building in 3528, but moving to a hex with LOS can be done under walk MP.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek III
Problem is walking to another hex would bring me within minimum range of the LRM10.NickAragua wrote: ↑Thu Feb 15, 2018 12:08 pmNo LOS to 3728 due to the building in 3528, but moving to a hex with LOS can be done under walk MP.
How tall are the buildings in 3124 and 3023, and what is the 3124's weight capacity? Could I jump to 3124 (and fire at the infantry and other targets), while neither collapsing nor getting shot in the back a bunch?
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek III
3124 is CF 52, Thunderbolt is 65 tons, so that'll crumble as soon as you step on it. It's also height 6, so you can't actually get up there.El Guapo wrote: ↑Thu Feb 15, 2018 12:16 pmProblem is walking to another hex would bring me within minimum range of the LRM10.NickAragua wrote: ↑Thu Feb 15, 2018 12:08 pmNo LOS to 3728 due to the building in 3528, but moving to a hex with LOS can be done under walk MP.
How tall are the buildings in 3124 and 3023, and what is the 3124's weight capacity? Could I jump to 3124 (and fire at the infantry and other targets), while neither collapsing nor getting shot in the back a bunch?
Keep in mind that minimum range penalty is calculated as [minimum range number - actual range + 1]. So, if you're at range 6 with LRMs, that's a +1, range 5, that's a +2, etc. It's not the best, but it's no worse than being at medium range.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek III
ok. I'll walk to 3225 then.NickAragua wrote: ↑Thu Feb 15, 2018 12:27 pm3124 is CF 52, Thunderbolt is 65 tons, so that'll crumble as soon as you step on it. It's also height 6, so you can't actually get up there.El Guapo wrote: ↑Thu Feb 15, 2018 12:16 pmProblem is walking to another hex would bring me within minimum range of the LRM10.NickAragua wrote: ↑Thu Feb 15, 2018 12:08 pmNo LOS to 3728 due to the building in 3528, but moving to a hex with LOS can be done under walk MP.
How tall are the buildings in 3124 and 3023, and what is the 3124's weight capacity? Could I jump to 3124 (and fire at the infantry and other targets), while neither collapsing nor getting shot in the back a bunch?
Keep in mind that minimum range penalty is calculated as [minimum range number - actual range + 1]. So, if you're at range 6 with LRMs, that's a +1, range 5, that's a +2, etc. It's not the best, but it's no worse than being at medium range.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek III
Archinerd backs up to the Striker. It's been pretty annoying, but hasn't inflicted much damage. He opens up with LRMs at the Vulcan, blasting the last of the armor off its center torso and scoring a head shot. The Striker underfoot loses all the wheels off its right side as a 55-ton mech's foot comes down on it full force.
Paingod takes a large number of SRMs from the Harasser, sandpapering armor and sending shrapnel through the cockpit, but stays alive and upright.
Isgrimnur leaves the light mech party behind to greet the two straggler vehicles that had to go all the way around when their incompetent buddies collapsed the bridges they were going to cross. Stray fire from a Wasp that turns around causes him to miss his shots though.
The Thunderbolt plows lasers and LRMs into the unloading Packrat. The LRMs catch more than half the first squad in their blasts, while lasers immobilize the Packrat. The large laser goes right through the passenger compartment, killing the second squad while it's still in there. Gbasden then evaporates all evidence of the action by disintegrating the Packrat with three PPCs. His mech is knocked down by combined fire from the Wolverine and Striker.
Lucifer 2 comes by on a strafing run, killing the remaining infantry then slicing the right arm off a Javelin with a solid large laser shot.
The Orion takes a hit from the LTV-4's PPC, losing a lower arm actuator and missing all its shots as a result.
Freyland's Quickdraw disables the slowed-down J. Edgar hovertank with medium lasers, then spares a salvo of LRMs for the Firestarter to the north, blasting armor off the left arm and right leg.
Raw Data:
Freyland's target Firestarter tries to run around the north side of town to escort the APC and Skulker but slips on the pavement and falls into the water. Considering the number of serious armor breaches it's got, that can't be good.
Isgrimnur's approach to the enemy APC rattles the driver, who guns it over the bridge then tries a sharp turn. The vehicle crunches a guardrail, stripping all armor off the right side.
The enemy units concentrate around the east side of the town, trying to support their last APC.
[mechanics]
Three units disabled or destroyed this round, bringing the total to 21/22.
The building in 2825 is 40/62 captured.
The building in 2924 is 44/59 captured.
Take out that last APC and cripple the infantry in 2825 (there's just 9 guys left, so a solid beating from a mech will take care of business) and that should do it!
[/mechanics]
Paingod takes a large number of SRMs from the Harasser, sandpapering armor and sending shrapnel through the cockpit, but stays alive and upright.
Isgrimnur leaves the light mech party behind to greet the two straggler vehicles that had to go all the way around when their incompetent buddies collapsed the bridges they were going to cross. Stray fire from a Wasp that turns around causes him to miss his shots though.
The Thunderbolt plows lasers and LRMs into the unloading Packrat. The LRMs catch more than half the first squad in their blasts, while lasers immobilize the Packrat. The large laser goes right through the passenger compartment, killing the second squad while it's still in there. Gbasden then evaporates all evidence of the action by disintegrating the Packrat with three PPCs. His mech is knocked down by combined fire from the Wolverine and Striker.
Lucifer 2 comes by on a strafing run, killing the remaining infantry then slicing the right arm off a Javelin with a solid large laser shot.
The Orion takes a hit from the LTV-4's PPC, losing a lower arm actuator and missing all its shots as a result.
Freyland's Quickdraw disables the slowed-down J. Edgar hovertank with medium lasers, then spares a salvo of LRMs for the Firestarter to the north, blasting armor off the left arm and right leg.
Raw Data:
Spoiler:
Freyland's target Firestarter tries to run around the north side of town to escort the APC and Skulker but slips on the pavement and falls into the water. Considering the number of serious armor breaches it's got, that can't be good.
Isgrimnur's approach to the enemy APC rattles the driver, who guns it over the bridge then tries a sharp turn. The vehicle crunches a guardrail, stripping all armor off the right side.
The enemy units concentrate around the east side of the town, trying to support their last APC.
[mechanics]
Three units disabled or destroyed this round, bringing the total to 21/22.
The building in 2825 is 40/62 captured.
The building in 2924 is 44/59 captured.
Take out that last APC and cripple the infantry in 2825 (there's just 9 guys left, so a solid beating from a mech will take care of business) and that should do it!
[/mechanics]
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek III
I'll jump the Thunderbolt to 2824, kick the building in 2825, and fire at the infantry and/or other targets of opportunity.
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Re: Let's Play Together: GM'd Battletech via Megamek III
I'll step to 3119 to give the APC the personal treatment.
QEII has the Skulker and Spider to distract him.
The Orion can salvo LRMs and AC/10s at the APC. Lasers on the Hover tank.
QEII has the Skulker and Spider to distract him.
The Orion can salvo LRMs and AC/10s at the APC. Lasers on the Hover tank.
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Quickdraw turn east and unload at 2825
Dervvish to head West an optimum distance and fire on apc with lrms
Dervvish to head West an optimum distance and fire on apc with lrms
- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek III
Oh, and I suppose the Wolverine should pick up my ejected Rifleman pilot, while he's in the area.
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- gbasden
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Re: Let's Play Together: GM'd Battletech via Megamek III
I'll attempt to stand up and move to 3622 in order to cut down (hopefully) on some of the incoming fire. I'll then fire on the APC in 3218. Paingod will turn around and walk to 3918 and fire on the Skulker in 3521.
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GM'd Battletech via Megamek III
The Thunderbolt hops out of the line of fire as the Saladin and Pegasus come zipping in. The mechwarrior rakes lasers across the two hovercraft she jumped over, dropping off the last of the Saladin's rear armor and zapping an SRM/6 launcher off the Pegasus. Then she boots the building in front of her, splattering three troopers.
Isgrimnur walks up to the APC and cuts it in half with the medium laser, ignoring the incoming SRMs. He stomps a couple of the escaping infantry for good measure.
Gbasden steps out of some lines of fire, but a lot of mechs are up on tall buildings nearby. As he's helping vaporize Isgrimnur's target APC, he takes multiple SRM hits to the dome and blacks out, bringing the mech down.
Paingod wrenches that extra bit of speed out of his damaged hip actuator and gets his mech where he wants it without falling over. A PPC shot at the Skulker melts one of the tires, but the vehicle keeps rolling. He takes several hits from the distant enemy Wolverine, losing a heat sink from the right leg.
Enriquez' Quickdraw fires at the Spider, hitting three limbs and melting off armor without causing any serious damage.
Freyland fires remaining weapons at the building occupied by the understrength flamer platoon as they attempt to secure it, using infrared sighting to pinpoint and zap individual infantry. And then sends a bunch of SRMs and LRMs at it for good measure - five guys down.
The Orion sees that the APC has been blown up and switches targets to the Jenner on top of one of the building. Missile impacts strip armor from the left leg.
One of our Lucifers fires at the building the Jenner is standing on, weakening it enough that the structure underneath it collapses, causing heavy damage to the light mech as it falls down.
Raw data:
With no meaningful way of getting their infantry to their objectives, most of their vehicle screen gone and ammo running low, the enemy force retreats, leaving their legged mechs and disabled tanks behind. Since the OO company is in no condition to pursue, we let them go. A hard-fought victory to be sure.
The salvage crews pry Cylus Maxii out of his mech's wrecked head. He's alive, but pretty badly beat up.
Kill board:
Isgrimnur: 3 (Legged Wasp #2 with Orion, J. Edgar with Quickdraw, APC/SRM with Vindicatory)
El Guapo: 1 (Packrat with Thunderbolt)
Gbasden: 1 (Saladin #2 with Awesome)
Stefan: 3 (Heavy Wheeled APC/SRM with Dervish, Legged Trebuchet with Dervish, Striker tank with Dervish)
Air support: 4 (APC/LRM, Vedette #2, Hover APC/SRM, Pegasus #3)
Opfor: 6 (Pegasus, Vedette, Pegasus #2, Hunter, Packrat, Wheeled APC/SRM)
Post-battle commentary coming up.
Isgrimnur walks up to the APC and cuts it in half with the medium laser, ignoring the incoming SRMs. He stomps a couple of the escaping infantry for good measure.
Gbasden steps out of some lines of fire, but a lot of mechs are up on tall buildings nearby. As he's helping vaporize Isgrimnur's target APC, he takes multiple SRM hits to the dome and blacks out, bringing the mech down.
Paingod wrenches that extra bit of speed out of his damaged hip actuator and gets his mech where he wants it without falling over. A PPC shot at the Skulker melts one of the tires, but the vehicle keeps rolling. He takes several hits from the distant enemy Wolverine, losing a heat sink from the right leg.
Enriquez' Quickdraw fires at the Spider, hitting three limbs and melting off armor without causing any serious damage.
Freyland fires remaining weapons at the building occupied by the understrength flamer platoon as they attempt to secure it, using infrared sighting to pinpoint and zap individual infantry. And then sends a bunch of SRMs and LRMs at it for good measure - five guys down.
The Orion sees that the APC has been blown up and switches targets to the Jenner on top of one of the building. Missile impacts strip armor from the left leg.
One of our Lucifers fires at the building the Jenner is standing on, weakening it enough that the structure underneath it collapses, causing heavy damage to the light mech as it falls down.
Raw data:
Spoiler:
With no meaningful way of getting their infantry to their objectives, most of their vehicle screen gone and ammo running low, the enemy force retreats, leaving their legged mechs and disabled tanks behind. Since the OO company is in no condition to pursue, we let them go. A hard-fought victory to be sure.
The salvage crews pry Cylus Maxii out of his mech's wrecked head. He's alive, but pretty badly beat up.
Kill board:
Isgrimnur: 3 (Legged Wasp #2 with Orion, J. Edgar with Quickdraw, APC/SRM with Vindicatory)
El Guapo: 1 (Packrat with Thunderbolt)
Gbasden: 1 (Saladin #2 with Awesome)
Stefan: 3 (Heavy Wheeled APC/SRM with Dervish, Legged Trebuchet with Dervish, Striker tank with Dervish)
Air support: 4 (APC/LRM, Vedette #2, Hover APC/SRM, Pegasus #3)
Opfor: 6 (Pegasus, Vedette, Pegasus #2, Hunter, Packrat, Wheeled APC/SRM)
Post-battle commentary coming up.
Black Lives Matter
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GM'd Battletech via Megamek III
Our team's MVP today is the Stefan-controlled Archinerd in the Dervish, with three kills.
I also helped, destroying or disabling a whopping six tanks and APCs by driving them over flimsy bridges, off a cliff or into buildings. In my defense, half of those were 5+ piloting checks, which are pretty likely to succeed.
Tactical analysis:
- Most importantly, line of sight. With an engagement this large, it's critical to stay out of LOS of as many enemy units as possible.
- Fire at the easiest target. With this many targets in play, getting enemy numbers down is important. If you have trouble figuring out your 'to-hit' number, feel free to ask. I don't think it's practical to provide every possible firing combination unfortunately, but there generally aren't that many optimal shots.
- Keep it moving. Especially with jump jets, you can easily rack up a +3 or +4 movement mod. Try to stay out of short range unless you're targeting that particular unit.
- Throw your weight around. When you've got a bunch of heavies while the opfor is all tanks, lights and mediums *and* you auto-win initiative, you want to be doing a lot more kicking, punching and stomping.
- Do your best to avoid running on pavement or roads. That results in piloting skill rolls, which result in mechs falling over.
- Remember to maximize your movement mod while minimizing your to-hit modifier. Magic numbers for walking/running are 3/5/7/11 hexes moved, while for jumping it's just every odd number (+1 for jumping). Meanwhile, walking is a flat +1, running is a flat +2, jumping is a flat +3. If you're jumping, but you can make it by running, you should run instead. If you're under your walk or run MP, try to figure out a way to extend your movement to at least the next mod threshold.
- Even with all that, sometimes you just have bad luck (see Stefan's Vulcan getting blown to bits on the first turn by a random SRM).
For my part, I need to figure out a better way to visually communicate building heights and CFs, and be more explicit in calling out damage to player units and its consequences.
Was the display of enemy unit movement mods useful?
Good game, guys.
I also helped, destroying or disabling a whopping six tanks and APCs by driving them over flimsy bridges, off a cliff or into buildings. In my defense, half of those were 5+ piloting checks, which are pretty likely to succeed.
Tactical analysis:
- Most importantly, line of sight. With an engagement this large, it's critical to stay out of LOS of as many enemy units as possible.
- Fire at the easiest target. With this many targets in play, getting enemy numbers down is important. If you have trouble figuring out your 'to-hit' number, feel free to ask. I don't think it's practical to provide every possible firing combination unfortunately, but there generally aren't that many optimal shots.
- Keep it moving. Especially with jump jets, you can easily rack up a +3 or +4 movement mod. Try to stay out of short range unless you're targeting that particular unit.
- Throw your weight around. When you've got a bunch of heavies while the opfor is all tanks, lights and mediums *and* you auto-win initiative, you want to be doing a lot more kicking, punching and stomping.
- Do your best to avoid running on pavement or roads. That results in piloting skill rolls, which result in mechs falling over.
- Remember to maximize your movement mod while minimizing your to-hit modifier. Magic numbers for walking/running are 3/5/7/11 hexes moved, while for jumping it's just every odd number (+1 for jumping). Meanwhile, walking is a flat +1, running is a flat +2, jumping is a flat +3. If you're jumping, but you can make it by running, you should run instead. If you're under your walk or run MP, try to figure out a way to extend your movement to at least the next mod threshold.
- Even with all that, sometimes you just have bad luck (see Stefan's Vulcan getting blown to bits on the first turn by a random SRM).
For my part, I need to figure out a better way to visually communicate building heights and CFs, and be more explicit in calling out damage to player units and its consequences.
Was the display of enemy unit movement mods useful?
Good game, guys.
Black Lives Matter
-
- Posts: 1139
- Joined: Wed Nov 03, 2004 6:12 pm
- Location: Australia
Re: Let's Play Together: GM'd Battletech via Megamek III
Thanks for running it mate, was good and educational too. For my part agree with all of below, I don't think I really understood the movement mods and how they affect the game till the end. LOS was hard with so many units, I tried to stay behind or in trees but yeah luck plays some part.
For my part, it didn't realy click that we needed to take out the APCS which would stop the enemy otherwise i would of concentrated on them earlier. Kicking stomping was very effective at the end
Look forward to the next one, i'm sure we'll do better next time! It was an ugly win.
For next time, maybe a google docs spreadsheet with the units and just update with damage or any changes as we go, i did that at home fro my units and it worked a treat.
For my part, it didn't realy click that we needed to take out the APCS which would stop the enemy otherwise i would of concentrated on them earlier. Kicking stomping was very effective at the end
Look forward to the next one, i'm sure we'll do better next time! It was an ugly win.
For next time, maybe a google docs spreadsheet with the units and just update with damage or any changes as we go, i did that at home fro my units and it worked a treat.