Let's Play Together: GM'd Battletech via Megamek VI

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NickAragua
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Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

November 13, 3034
Alpha-One is instructed by the assigned CO (driving a Shadow Hawk 2H) to harass an enemy mech column moving on landing zone C. It's two lances of medium mechs - Wolverines, Griffins, Vulcans, a Phoenix Hawk. They've also brought a lance of heavy tanks for support. The tanks include LRM Carriers, which fall behind a bit. Letting the mechs pass, Alpha-One pounces, engaging the opfor tanks. Beta-One and Gamma-One report that they will be arriving to block the north end of the battlefield within a minute, but there's an enemy assault lance with a lighter screening element closing in, presumably to try to spring this force loose.
Spoiler:
Enlarge Image
Alpha-One deploys immediately, within three hexes of the east edge.
Beta-One and Gamma-One will arrive on turns 5 and 6 respectively, deploying within three hexes of the west edge. Each player *should* have four mechs (by the time everyone shows up, anyway).
Additional enemy reinforcements will arrive on turn 8, deploying within three hexes of the west edge.

Decide who controls what, and then make your deployment decisions.

The objective is to prevent at least 50% of the enemy units currently deployed from crossing the west edge of the map.
Last edited by NickAragua on Fri Aug 03, 2018 5:45 pm, edited 1 time in total.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

Rules refresher:

Target at weapon's
short range: +0
medium range: +2
long range: +4
minimum range: (minimum weapon range - range to target + 1)
e.g. if you're firing a PPC at something 3 hexes away, the to-hit modifier is 3 - 3 + 1

Modifiers for "to-hit" target numbers:
You walked: +1
You ran: +2
You jumped: +3

Target moved:
3-4 spaces: +1
5-6 spaces: +2
7-10 spaces: +3
11-14 spaces: +4
15+ spaces: +5 (there are higher mods, but nobody goes that fast in this scenario)

"Woods" between you and your target (not including your hex):
+1 per light woods
+2 per heavy woods

Changing elevations costs +1 MP per level difference. Maxim level change for mechs is 2.
Backing up over elevation change requires a PSR.
Entering water costs +1 MP (+1 for the elevation change) and requires a PSR at -1. Also, you may not use running MP to enter a water hex.
Entering light woods costs +1MP
Entering heavy woods costs +2MP

if you get a +3 or more modifier from woods on the target, LOS is blocked and you can't shoot at all.
As usual, the opfor loses initiative entirely, so they move then you move.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

OO Force:

Alpha-One Lance

Maj. Rayhan "Gbasden" Ashimov
Gunnery/Piloting: 2/3
Warhammer WHM-6R (Modified)
70 tons
Movement: 4/6
Heat Sinks: 18
Armor: 168 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Small Laser - Left, Right Torso - 1 - 3 - 1/2/3
PPC - Left, Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
Medium Laser - Left, Right Torso - 3 - 5 - 3/6/9
SRM/6 - Right Torso - 4 - 12 (6x2) - 3/6/9 (15 shots)
Machine Gun - Left, Right Torso - 0 - 1 - 1/2/3 (100 shots, half-load)
Quirks:
Stable

SMj. An "Isgrimnur" Taalib
Gunnery/Piloting: 2/3, Dodge, Hot Dog
Hatchetman HCT-3F
45 tons
Movement: 4/6/4
Heat Sinks: 11
Armor: 104 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
AC/10 - Right Torso - 3 - 10 - 5/10/15 (20 shots)
Medium Laser x2 - Left Arm, Right Arm- 3 - 5 - 3/6/9
Hatchet - Right Arm (does weight / 5, rounded up damage, same as kick, but using standard location. May not fire weapons in same section when using.)

MSg. Patrick "El Guapo" Allain
Gunnery/Piloting: 2/3, Dodge, Multi-Tasker
Rifleman RFL-3C
60 tons
Movement: 4/6
Heat Sinks: 10
Armor: 208 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
AC/10 x2 - Left Arm, Right Arm - 3 - 10 - 5/10/15 (20 shots)
Medium Laser x2 - Left Torso, Right Torso - 3 - 5 - 3/6/9
Quirks:
Hyper-extending Actuators

Cpl. Manny "Stefan Stirzaker" Campos
Gunnery/Piloting: 3/3, Hopping Jack
Trebuchet TBT-5J
50 tons
Movement: 5/8/5
Heat Sinks: 15
Armor: 128 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
LRM/15 - Right Torso - 5 - 15 - 7/14/21 (8 shots)
Medium Laser - Left Arm, 2x Right Arm - 3 - 5 - 3/6/9

Lt. Alishay "Assigned CO" Jamshed
Shadow Hawk SHD-2H
55 tons
Movement: 5/8/3
Heat Sinks: 12
Armor: 152 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
AC/5 - Left Torso - 1 - 5 - 6/12/18 (minimum range 3)
Medium Laser - Right Arm - 3 - 5 - 3/6/9
LRM/5 - Right Torso - 2 - 5 - 7/14/21
SRM/2 - Head - 2 - 4 (2x2) - 3/6/9
Quirks:
Battle Fist (Left Arm, Right Arm)

================
Beta-One Lance (Deploys turn 7)

Cpt. Yu-bao "Zenn7" Ting
Gunnery/Piloting: 2/2, Sniper, Weapon Specialist: PPC, Some Like It Hot
Awesome AWS-8Q
80 tons
Movement: 3/5
Heat Sinks: 28
Armor: 201 points (battle damage)
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
PPC - Left Torso/Right Torso/Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
Small Laser - Head - 1 - 3 - 1/2/3
Quirks:
Battle Fist (Left Arm)

Cpl. Song "Zarathud" Jian
Gunnery/Piloting: 3/3
Awesome AWS-8Q
80 tons
Movement: 3/5
Heat Sinks: 28
Armor: 204 points (battle damage)
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
PPC - Left Torso/Right Torso/Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
Small Laser - Head - 1 - 3 - 1/2/3
Quirks:
Battle Fist (Left Arm)

SMj. Suhayb "LordMortis" Ragheb
Gunnery/Piloting: 2/4 (due to injury), Dodge, Blind Fighter
Hunchback HBK-4G
50 tons
Movement: 4/6
Heat Sinks: 13
Armor: 130 points (battle damage)
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
AC/20 - Right Torso - 7 - 20 - 3/6/9 (2 shots left)
Medium Laser x2 - Left/Right Arm - 3 - 5 - 3/6/9
Small Laser - Head - 1 - 3 - 1/2/3

======================
Gamma-One Lance (Deploys turn 6)
Cpt. Zanthe "Scrub" Papathanassiou
Gunnery/Piloting: 2/3, Dodge, Weathered
Warhammer WHM-6D
70 tons
Movement: 4/6
Heat Sinks: 20
Armor: 162 points (battle damage)
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
PPC - Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
PPC - Left Arm - 10 - 10 - 6/12/18 (minimum range 3)
Medium Laser x2 - Left/Right Torso - 3 - 5 - 3/6/9
Small Laser x2 - Left/Right Torso - 1 - 3 - 1/2/3
1 gyro hit (+2 penalty on piloting skill rolls, running causes piloting skill roll)

MSg. Brad "Hyena" Mandara
Gunnery/Piloting: 2/3, Dodge
Striker STC-2S
80 tons
Movement: 4/6
Heat Sinks: 15
Armor: 204 points (minor battle damage)
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
PPC - Right Torso - 10 - 10 - 6/12/18 (minimum range 3)
AC/10 - Left Torso - 3 - 10 - 5/10/15 (14 shots)
Medium Laser x3 - Center Torso, Head - 3 - 5 - 3/6/9

Cpl. Iiro "Xwraith" Rintala
Gunnery/Piloting: 3/4, Hopping Jack
Thunderbolt TDR-5SE
65 tons
Movement: 4/6/4
Heat Sinks: 17
Armor: 193 points (minor battle damage)
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Large Laser - Right Arm - 8 - 8 - 5/10/15
LRM/10 - Left Torso - 4 - 10 (2x5) - 7/14/21 (minimum range 7)
Medium Laser x3 - Left Torso - 3 - 5 - 3/6/9

Cpl. Varada "Cylus Maxii" Sunondo
Gunnery/Piloting: 3/3, Iron Man
Phoenix Hawk PXH-1D
45 tons
Movement: 6/9/6
Heat Sinks: 12
Armor: 120 points (minor battle damage)
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Large Laser - Right Arm - 8 - 8 - 5/10/15
Medium Laser x2 - Left Arm, Right Arm - 3 - 5 - 3/6/9

Special Pilot Abilities (SPA):
Gunnery Specialization - gives +1 to fire that category of weapon, -1 to fire the other types (energy, ballistic, missile)
Dodge - may forego physical attacks to make all physical attacks against self eat a +2 to the "to hit" number
Hopping Jack - "to hit" target roll when jumping is +2 instead of +3
Multi-Tasker - Secondary target modifiers reduced by 1
Hot Dog - Reduce heat-related target rolls by 1 (e.g. ammo explosions, shutdown)
Iron Man - Receieves only 1 damage from ammo explosions
Sniper - Range penalties reduced by 1/2
Some like it hot - Ignores the gunnery penalty introduced at 8 heat
Weapon Specialist - +2 to fire a particular weapon

Quirks:
Hyper-Extending Actuators - may "flip arms" to fire at targets in the rear arc with arm-mounted weapons
Stable - +1 to piloting rolls related to keeping the mech upright
Battle Fist - +1 to punch with that arm
Last edited by NickAragua on Sun Aug 05, 2018 11:37 pm, edited 1 time in total.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

Opfor
Vedette Medium Tank (AC/2)
50 tons
Movement: 5/8 (tracked)
Armor: 96
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Machine Gun - Front - 0 - 1 - 1/2/3
AC/2 - Turret - 1 - 2 - 8/16/24 (minimum range 6)
SRM/2 - Turret - 2 - 4 (2x2) - 3/6/9

LRM Carrier (x2)
60 tons
Movement: 3/5 (tracked)
Armor: 48
LRM/20 x3 - Front - 6 - 20 (4x5) - 7/14/21 (minimum range 7)

Manticore Heavy Tank
60 tons
Movement: 4/6 (tracked)
Armor: 176
Medium Laser - Front- 3 - 5 - 3/6/9
LRM/10 - turret - 4 - 10 (2x5) - 7/14/21 (minimum range 7)
SRM/6 - turret - 4 - 12 (6x2) - 3/6/9
PPC - turret - 10 - 10 - 6/12/18 (minimum range 3)

Phoenix Hawk PXH-1
45 tons
Movement: 6/9/6
Heat Sinks: 10
Armor: 128 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Large Laser - Right Arm - 8 - 8 - 5/10/15
Medium Laser x2 - Left Arm, Right Arm - 3 - 5 - 3/6/9
Machine Gun - Left Arm, Right Arm - 0 - 1 - 1/2/3

Vulcan VL-2T
40 tons
Movement: 6/9/6
Heat Sinks: 12
Armor: 112 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Machine Gun - Left Arm - 0 - 2 - 1/2/3
Flamer - Right Arm - 3 - 2 - 1/2/3
Medium Laser - Right Torso - 3 - 5 - 3/6/9
AC/2 - Right Torso - 1 - 2 - 8/16/24 (minimum range 6)
Quirks:
Narrow/Low Profile

Assassin ASN-21
40 tons
Movement: 6/9/6 (due to gravity)
Heat Sinks: 10
Armor: 72 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser - Left Torso- 2 - 4 - 3/6/9
LRM/5 - Right Torso - 2 - 5 - 7/14/21
Medium Laser - Right Arm - 3 - 5 - 3/6/9

Quickdraw QKD-4GF
60 tons
Movement: 5/8/5
Heat Sinks: 13
Armor: 128 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
SRM/4 - Center Torso - 3 - 8 (4x2) - 3/6/9 - Rear-facing
LRM/10 - Left Torso - 4 - 10 (2x5) - 7/14/21 (minimum range 7)
Medium Laser x4 - 2x Right Torso, Left Arm, Right Arm - 3 - 5 - 3/6/9
Quirks:
Hyper-extending Actuators

Griffin GRF-1N
55 tons
Movement: 5/8/5
Heat Sinks: 12
Armor: 152 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
PPC - Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
LRM/10 - Right Torso - 4 - 10 (2x5) - 7/14/21 (minimum range 7)

Wolverine WVR-6R
55 tons
Movement: 5/8/5
Heat Sinks: 12
Armor: 152 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
AC/5 - Right Arm - 1 - 5 - 6/12/18 (minimum range 3)
Medium Laser - Head - 3 - 5 - 3/6/9
SRM/6 - Left Torso - 3 - 12 (6x2) - 3/6/9
Quirks:
Command Mech
Extended Torso Twist
Cramped Cockpit

Trebuchet TBT-5N
Movement: 5/8
Armor: 120
LRM/15 x2 - Left Arm, Right Arm - 5 - 15 (3x5) - 7/14/21 (minimum range 7)
Medium Laser x3 - Left Arm, Right Arm x2 - 3 - 5 - 3/6/9
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Isgrimnur »

6811.
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by El Guapo »

6814, facing NW
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

Isgrimnur wrote: Mon Aug 06, 2018 10:31 am6811.
Facing?

Also, you guys may want to determine who's driving Gbasden's Warhammer and the assigned CO's Shadow Hawk (and later on you'll also be driving the reinforcements).
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by El Guapo »

I'll take the Warhammer.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by El Guapo »

Let's put the Warhammer in 6813, facing NW.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Isgrimnur »

NickAragua wrote: Mon Aug 06, 2018 10:42 am
Isgrimnur wrote: Mon Aug 06, 2018 10:31 am6811.
Facing?
Pesky details.

NW
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by El Guapo »

Which nominally real people are playing in this? Anyone besides me and Isgrimnur?
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

I believe Stefan is in.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Stefan Stirzaker »

6817 facing NW as well.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

Turn 1:
The lighter enemy mechs make a break for it, while the tanks appear resigned to acting as a screening force. The medium mechs move a little slowly to keep a firing angle.

Spoiler:
Enlarge Image
[Mechanical notes]
All tanks have a +2 movement modifier, except for the eastern LRM Carrier, which has a +1.
All the mechs have a +3 movement modifier, except for the Assassin, which has a +4.
Since nobody appears to want to control the attached CO, I've deployed him as well.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Stefan Stirzaker »

Move to 6014. Fire on lrm carrier 2 and lrms at manticore
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by El Guapo »

What is the penalty for shooting at a secondary target?
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Isgrimnur »

6512 facing SW, fire at 6011.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

For your guy in the Rifleman, nothing due to the 'multi-tasker' skill. In the general case, +1.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by El Guapo »

Ok, I'll move the Rifleman to 6513, and then fire everything on LRM carrier 1

Target: 2 (gunnery) + 1 (walking) + 1 (target movement) + 0 (short range) = 4 for the AC/10s, and 6 for the medium lasers (medium range).

Move the Warhammer to 6512, and then fire one PPC, the SRM6, and one medium laser on the LRM Carrier 1.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

El Guapo wrote: Tue Aug 07, 2018 11:17 am Move the Warhammer to 6512, and then fire one PPC, the SRM6, and one medium laser on the LRM Carrier 1.
Isgrimnur wrote: Tue Aug 07, 2018 11:08 am 6512 facing SW, fire at 6011.
Collision alert.
Stefan Stirzaker wrote:Move to 6014. Fire on lrm carrier 2 and lrms at manticore
That move costs 10MP (no matter which way you go), you only have 8.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Isgrimnur »

6513, then. Target 5813.

:tjg:
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

Isgrimnur wrote: Tue Aug 07, 2018 12:35 pm 6513, then. Target 5813.

:tjg:
Collision alert with the Rifleman.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by El Guapo »

I can't remember, can you fire through nearby friendlies? If so I could move the Warhammer to 6612 instead. Probably fire both PPCs at the Manticore instead, since the LRM carrier seems to be getting enough fire.

Edit: assuming that Isgrimnur would go to 6512 and fire at LRM#1 as originally planned.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by El Guapo »

If I can't fire through friendlies there, then I'll walk to 6712 and fire both PPCs at the Manticore.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

You can fire through friendlies no problem. You would wind up taking the +2 penalty for firing through heavy woods, however.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by El Guapo »

NickAragua wrote: Tue Aug 07, 2018 12:43 pm You can fire through friendlies no problem. You would wind up taking the +2 penalty for firing through heavy woods, however.
Ok, I'll do that then. And yeah, there's the woods penalty, but I'll be walking instead of running, so a net +1 overall.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Isgrimnur »

Back to 6512, then.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

Round 1:
Stefan can't quite push his mech far enough, reaching only within 30 meters of his desired position (6014 costs 10 MP, you have 8).

Gbasden, Isgrimnur and El Guapo eventually sort out who's going into the heavy woods and who's not.

The attached CO moves forward at maximum speed, looking to get into the LRM Carrier's minimum range.

Gbasden ducks most of the LRM Carrier's salvo, taking some missiles across the legs, but the incoming fire does cause him to miss the PPC shots on the Manticore. El Guapo opens up on the LRM Carrier, the dual AC/10s removing the treads and wheels from the right side of the vehicle. Isgrimnur then polishes it off with a burst from his AC/10. Everyone breathes a little bit easier with sixty less LRM tubes aimed our way.

Stefan and the attached CO successfully avoid the rest of the incoming fire and Stefan scores several medium laser hits on his target LRM Carrier's left side, but fails to breach armor.

Raw data:
Spoiler:
Weapon Attack Phase
-------------------

Weapons fire for Vedette Medium Tank (AC2) (Ronin)
    AC/2 at Shadow Hawk SHD-2H (1st Octopus Overlords); needs 7, rolls 9 : hits CT
        Shadow Hawk SHD-2H (1st Octopus Overlords) takes 2 damage to CT.
            21 Armor remaining.


    SRM 2 at Shadow Hawk SHD-2H (1st Octopus Overlords); needs 11, rolls 4 : misses


Weapons fire for LRM Carrier (Standard) (Ronin)
    LRM 20 at Warhammer WHM-6RO (1st Octopus Overlords); needs 8, rolls 5 : misses


    LRM 20 at Warhammer WHM-6RO (1st Octopus Overlords); needs 8, rolls 10 : 12 missile(s) hit.

        Warhammer WHM-6RO (1st Octopus Overlords) takes 5 damage to RL.
            10 Armor remaining.

        Warhammer WHM-6RO (1st Octopus Overlords) takes 5 damage to LL.
            10 Armor remaining.

        Warhammer WHM-6RO (1st Octopus Overlords) takes 2 damage to RT.
        Needs 7+ to destroy Searchlight, rolls 7.
        Searchlight destroyed!
            17 Armor remaining.


    LRM 20 at Warhammer WHM-6RO (1st Octopus Overlords); needs 8, rolls 7 : misses


Weapons fire for Warhammer WHM-6RO (1st Octopus Overlords)
    PPC at Manticore Heavy Tank (Standard) (Ronin); needs 8, rolls 4 : misses


    PPC at Manticore Heavy Tank (Standard) (Ronin); needs 8, rolls 4 : misses


Weapons fire for Manticore Heavy Tank (Standard) (Ronin)
    PPC at Trebuchet TBT-5J (1st Octopus Overlords); needs 9, rolls 6 : misses


    SRM 6 at Trebuchet TBT-5J (1st Octopus Overlords); needs 11, rolls 7 : misses


    LRM 10 at Trebuchet TBT-5J (1st Octopus Overlords); needs 10, rolls 7 : misses


Weapons fire for Rifleman RFL-3C (1st Octopus Overlords)
    AC/10 at LRM Carrier (Standard) (Ronin); needs 5, rolls 11 : hits (using Right Side table) RS
        LRM Carrier (Standard) (Ronin) takes 10 damage to RS.
            2 Armor remaining.


    AC/10 at LRM Carrier (Standard) (Ronin); needs 5, rolls 5 : hits (using Right Side table) FR
        LRM Carrier (Standard) (Ronin) takes 10 damage to FR.
            2 Armor remaining.
            Chance for motive system damage. Roll is 13; (w/ +2 bonus)
             Major damage, vehicle immobile.


    Medium Laser at LRM Carrier (Standard) (Ronin); needs 7, rolls 3 : misses


    Medium Laser at LRM Carrier (Standard) (Ronin); needs 7, rolls 5 : misses


Weapons fire for Hatchetman HCT-3F (1st Octopus Overlords)
    AC/10 at LRM Carrier (Standard) (Ronin); needs 5, rolls 9 : hits (using Right Side table) RS
        LRM Carrier (Standard) (Ronin) takes 10 damage to RS.
            Armor destroyed.
             SECTION DESTROYED.
*** LRM Carrier (Standard) (Ronin) DESTROYED by damage! ***
            Critical hit on RS. Roll is 10; Engine destroyed. Immobile.


    Medium Laser at LRM Carrier (Standard) (Ronin); needs 7, rolls 3 : misses


    Medium Laser at LRM Carrier (Standard) (Ronin); needs 7, rolls 10 : hits (using Right Side table) RS
        LRM Carrier (Standard) (Ronin) takes 5 damage to RS.


Weapons fire for Griffin GRF-1N (Ronin)
    LRM 10 at Trebuchet TBT-5J (1st Octopus Overlords); needs 11, rolls 6 : misses


Weapons fire for Trebuchet TBT-5J (1st Octopus Overlords)
    Medium Laser at LRM Carrier (Standard) #2 (Ronin); needs 7, rolls 5 : misses


    Medium Laser at LRM Carrier (Standard) #2 (Ronin); needs 7, rolls 11 : hits (using Left Side table) LS
        LRM Carrier (Standard) #2 (Ronin) takes 5 damage to LS.
            7 Armor remaining.


    Medium Laser at LRM Carrier (Standard) #2 (Ronin); needs 7, rolls 7 : hits (using Left Side table) LS
        LRM Carrier (Standard) #2 (Ronin) takes 5 damage to LS.
            2 Armor remaining.


    LRM 15 at Manticore Heavy Tank (Standard) (Ronin); needs 9, rolls 7 : misses


Weapons fire for Trebuchet TBT-5N (Ronin)
    LRM 15 at Shadow Hawk SHD-2H (1st Octopus Overlords); needs 12, rolls 10 : misses


    LRM 15 at Shadow Hawk SHD-2H (1st Octopus Overlords); needs 12, rolls 3 : misses


Weapons fire for Shadow Hawk SHD-2H (1st Octopus Overlords)
    AC/5 at LRM Carrier (Standard) #2 (Ronin); needs 7, rolls 4 : misses


    Medium Laser at LRM Carrier (Standard) (Ronin); needs 7, rolls 7 : hits FR
        LRM Carrier (Standard) (Ronin) takes 5 damage to FR.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on FR. Roll is 7; LRM 20 malfunctions.


    SRM 2 at LRM Carrier (Standard) (Ronin); needs 7, rolls 4 : misses


    LRM 5 at Vedette Medium Tank (AC2) (Ronin); needs 11, rolls 7 : misses


Heat Phase
-------------------
Warhammer WHM-6RO (1st Octopus Overlords) gains 21 heat, sinks 18 heat and is now at 3 heat.
Rifleman RFL-3C (1st Octopus Overlords) gains 14 heat, sinks 10 heat and is now at 4 heat.
Hatchetman HCT-3F (1st Octopus Overlords) gains 11 heat, sinks 11 heat and is now at 0 heat.
Trebuchet TBT-5J (1st Octopus Overlords) gains 16 heat, sinks 15 heat and is now at 1 heat.
Phoenix Hawk PXH-1 (Ronin) gains 2 heat, sinks 2 heat and is now at 0 heat.
Assassin ASN-21 (Ronin) gains 2 heat, sinks 2 heat and is now at 0 heat.
Vulcan VL-2T (Ronin) gains 2 heat, sinks 2 heat and is now at 0 heat.
Quickdraw QKD-4H (Ronin) gains 2 heat, sinks 2 heat and is now at 0 heat.
Griffin GRF-1N (Ronin) gains 6 heat, sinks 6 heat and is now at 0 heat.
Wolverine WVR-6R (Ronin) gains 2 heat, sinks 2 heat and is now at 0 heat.
Trebuchet TBT-5N (Ronin) gains 12 heat, sinks 10 heat and is now at 2 heat.
Wolverine WVR-6R #2 (Ronin) gains 2 heat, sinks 2 heat and is now at 0 heat.
Shadow Hawk SHD-2H (1st Octopus Overlords) gains 10 heat, sinks 10 heat and is now at 0 heat.
Battlefield state:
Spoiler:
Enlarge Image
The enemy mechs make very little pretense at continuing to engage, while the Manticore and Vedette leave the remaining LRM Carrier high and dry.

[details]
LRM Carrier movement mod is 0
Manticore movement mod is 2
Vedette and everyone else's movement mod is 3
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Isgrimnur »

6009, target the Manticore.
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by El Guapo »

Rifleman will go forward 2, turn, and then forward 3, ending up in 6013. Fire both AC/10s and one medium laser at LRM Carrier #2.

The Warhammer was supposed to go to 6612 before. Anyway, he'll go there now, and fire one PPC at LRM Carrier #2.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Stefan Stirzaker »

5310 fire at vedette but hold srms
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

Round 2:
Stefan briefly considers firing at the Vedette, but the odds of hitting are minimal, so he engages the Manticore instead (12+ with the laser). He barely ducks an AC/2 shot that would have gone to the head, the effort causing him to miss his laser shots. The attached CO fires his assorted weapons at the Manticore as well, blowing chunks off the treads.

Isgrimnur takes his turn dodging sixty-packs of LRMs, with only twelve impacting the mech.

El Guapo holds his medium laser to avoid overheating the Rifleman (heat would have gone to 15, not the best in a scenario where you need to pursue the opposition). Despite this, the autocannons cut the LRM Carrier in half, while Gbasden's shot goes wide.


Raw data:
Spoiler:
Weapon Attack Phase
-------------------

Weapons fire for Vedette Medium Tank (AC2) (Ronin)
    AC/2 at Trebuchet TBT-5J (1st Octopus Overlords); needs 7, rolls 11 : hits LT
        
Trebuchet TBT-5J (1st Octopus Overlords) takes hit at HD, but it is rerolled with edge.
        
Trebuchet TBT-5J (1st Octopus Overlords) has 0 edge remaining.
        Trebuchet TBT-5J (1st Octopus Overlords) takes 2 damage to LT.
            13 Armor remaining.


    SRM 2 at Trebuchet TBT-5J (1st Octopus Overlords); needs 11, rolls 4 : misses


Weapons fire for Manticore Heavy Tank (Standard) (Ronin)
    PPC at Shadow Hawk SHD-2H (1st Octopus Overlords); needs 9, rolls 6 : misses


    SRM 6 at Shadow Hawk SHD-2H (1st Octopus Overlords); needs 11, rolls 9 : misses


    LRM 10 at Rifleman RFL-3C (1st Octopus Overlords); needs 11, rolls 6 : misses


Weapons fire for Warhammer WHM-6RO (1st Octopus Overlords)
    PPC at LRM Carrier (Standard) #2 (Ronin); needs 6, rolls 4 : misses


Weapons fire for LRM Carrier (Standard) #2 (Ronin)
    LRM 20 at Hatchetman HCT-3F (1st Octopus Overlords); needs 8, rolls 9 : 12 missile(s) hit.

        Hatchetman HCT-3F (1st Octopus Overlords) takes 5 damage to CT.
            9 Armor remaining.

        Hatchetman HCT-3F (1st Octopus Overlords) takes 5 damage to RA.
            6 Armor remaining.

        Hatchetman HCT-3F (1st Octopus Overlords) takes 2 damage to RL.
            9 Armor remaining.


    LRM 20 at Hatchetman HCT-3F (1st Octopus Overlords); needs 8, rolls 4 : misses


    LRM 20 at Hatchetman HCT-3F (1st Octopus Overlords); needs 8, rolls 7 : misses


Weapons fire for Rifleman RFL-3C (1st Octopus Overlords)
    AC/10 at LRM Carrier (Standard) #2 (Ronin); needs 4, rolls 7 : hits FR
        LRM Carrier (Standard) #2 (Ronin) takes 10 damage to FR.
            2 Armor remaining.


    AC/10 at LRM Carrier (Standard) #2 (Ronin); needs 4, rolls 12 : hits FR
        LRM Carrier (Standard) #2 (Ronin) takes 10 damage to FR.
            Armor destroyed.
             SECTION DESTROYED.
*** LRM Carrier (Standard) #2 (Ronin) DESTROYED by damage! ***
            Critical hit on FR. Roll is 8; Stabilizer destroyed!


Weapons fire for Hatchetman HCT-3F (1st Octopus Overlords)
    AC/10 at Manticore Heavy Tank (Standard) (Ronin); needs 8, rolls 4 : misses


    Medium Laser at Manticore Heavy Tank (Standard) (Ronin); needs 10, rolls 7 : misses


    Medium Laser at Manticore Heavy Tank (Standard) (Ronin); needs 10, rolls 6 : misses


Weapons fire for Trebuchet TBT-5J (1st Octopus Overlords)
    Medium Laser at Manticore Heavy Tank (Standard) (Ronin); needs 9, rolls 6 : misses


    Medium Laser at Manticore Heavy Tank (Standard) (Ronin); needs 9, rolls 7 : misses


    Medium Laser at Manticore Heavy Tank (Standard) (Ronin); needs 9, rolls 4 : misses


Weapons fire for Shadow Hawk SHD-2H (1st Octopus Overlords)
    AC/5 at Manticore Heavy Tank (Standard) (Ronin); needs 7, rolls 6 : misses


    Medium Laser at Manticore Heavy Tank (Standard) (Ronin); needs 9, rolls 8 : misses


    SRM 2 at Manticore Heavy Tank (Standard) (Ronin); needs 9, rolls 9 : 2 missile(s) hit (using Rear table).

        Manticore Heavy Tank (Standard) (Ronin) takes 2 damage to RR.
            24 Armor remaining.

        Manticore Heavy Tank (Standard) (Ronin) takes 2 damage to RR.
            22 Armor remaining.
            Chance for motive system damage. Roll is 9; (w/ +1 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.


    LRM 5 at Manticore Heavy Tank (Standard) (Ronin); needs 10, rolls 7 : misses


Heat Phase
-------------------
Warhammer WHM-6RO (1st Octopus Overlords) gains 11 heat, sinks 14 heat and is now at 0 heat.
Rifleman RFL-3C (1st Octopus Overlords) gains 8 heat, sinks 10 heat and is now at 2 heat.
Hatchetman HCT-3F (1st Octopus Overlords) gains 11 heat, sinks 11 heat and is now at 0 heat.
Trebuchet TBT-5J (1st Octopus Overlords) gains 11 heat, sinks 12 heat and is now at 0 heat.
Phoenix Hawk PXH-1 (Ronin) gains 2 heat, sinks 2 heat and is now at 0 heat.
Assassin ASN-21 (Ronin) gains 2 heat, sinks 2 heat and is now at 0 heat.
Vulcan VL-2T (Ronin) gains 2 heat, sinks 2 heat and is now at 0 heat.
Quickdraw QKD-4H (Ronin) gains 2 heat, sinks 2 heat and is now at 0 heat.
Griffin GRF-1N (Ronin) gains 2 heat, sinks 2 heat and is now at 0 heat.
Wolverine WVR-6R (Ronin) gains 2 heat, sinks 2 heat and is now at 0 heat.
Trebuchet TBT-5N (Ronin) gains 2 heat, sinks 4 heat and is now at 0 heat.
Wolverine WVR-6R #2 (Ronin) gains 2 heat, sinks 2 heat and is now at 0 heat.
Shadow Hawk SHD-2H (1st Octopus Overlords) gains 10 heat, sinks 10 heat and is now at 0 heat.
Battlefield state:
Spoiler:
Enlarge Image
The Manticore, slowed down, resigns itself to playing screener.

[details]
Every enemy unit has a +3 movement mod, except the Manticore, which has a +2.

A reminder that, if you need to, you can "sprint", moving at 2x your walking MP, but foregoing the opportunity to make attacks and making yourself easier to hit.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Stefan Stirzaker »

Didnt know that. Can i get to woods at 3607?
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

3607 is about a little over two turns away sprinting (you'd be moving 10 hexes per turn).
4606 is just within your movement range if you run normally (8MP).
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by El Guapo »

NickAragua wrote: Tue Aug 07, 2018 8:32 pm

El Guapo holds his medium laser to avoid overheating the Rifleman (heat would have gone to 15, not the best in a scenario where you need to pursue the opposition).

You mean I would have gone to 5 heat, right?

What's 5 heat again? -1 movement?
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by El Guapo »

Rifleman will turn and run to 5511, and fire the AC/10s at the Manticore.

Warhammer will turn and sprint to 6009. Heavy woods is +2 movement, right? If it's only +1 then I'll move to 5909.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

Right, heat after the heat sinks do their thing would have been 5, which is -1 movement.

Heavy woods are +2MP to move through.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Stefan Stirzaker »

NickAragua wrote: Tue Aug 07, 2018 11:01 pm 3607 is about a little over two turns away sprinting (you'd be moving 10 hexes per turn).
4606 is just within your movement range if you run normally (8MP).
Ahh sorry thought it was double the 8 not 5
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Stefan Stirzaker »

4606 then fire at manticore
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by El Guapo »

I'm confused about something. Our reinforcements are coming from the west. So why would it matter if an enemy unit reached the western edge of the board in turns 3 or 4 (or 5)? They wouldn't escape, they'd just be running into our reinforcements.
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