Let's Play Together: GM'd Battletech via Megamek VI
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Re: Let's Play Together: GM'd Battletech via Megamek VI
Ok Trebuchet to 1615 - Short Range at Vedette and Long Range at Wolverine #2
Warhammer to 0613facing south Firing at Wolverine #2
Thunderbolt to 0707 firing at Griffin and Physical Attack
Hunchback to 0605 SE facing, attack Griffin with everything.
Warhammer to 0613facing south Firing at Wolverine #2
Thunderbolt to 0707 firing at Griffin and Physical Attack
Hunchback to 0605 SE facing, attack Griffin with everything.
- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek VI
Rifleman - run to 2908, fire LRM10s at Vedette.
Warhammer - sprint to 3008 (don't think he can get into range of anyone this turn running)
Striker - run to 0713, turn right (face south). Fire PPC, AC/10, and as many medium lasers as many sense at the Trebuchet in 0615 - should hit him in the back I think.
Awesome, walk to 0611, torso twist to right, fire all three PPCs at Trebuchet, and small laser at Wolverine in 0614. Assuming that I can hit the Trebuchet's back from 0611; if not, running to 0712 should do it.
Warhammer - sprint to 3008 (don't think he can get into range of anyone this turn running)
Striker - run to 0713, turn right (face south). Fire PPC, AC/10, and as many medium lasers as many sense at the Trebuchet in 0615 - should hit him in the back I think.
Awesome, walk to 0611, torso twist to right, fire all three PPCs at Trebuchet, and small laser at Wolverine in 0614. Assuming that I can hit the Trebuchet's back from 0611; if not, running to 0712 should do it.
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- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via Megamek VI
Hatchetman straight with all possible speed.
'thud to engage the Trebuchet.
PH to engage the Quickdraw.
'thud to engage the Trebuchet.
PH to engage the Quickdraw.
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 VI
Assuming we track down and destroy the Vedette over the next turn or two (seems likely), how many mechs do we need to destroy / disable in order to win? Was it two?
Just deciding if we're allocating too much firepower to the Trebuchet.
Just deciding if we're allocating too much firepower to the Trebuchet.
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- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via Megamek VI
There's no kill like overkill.
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via Megamek VI
Two. Also, you'll need to watch out next turn as the enemy heavy metal is coming in from northwest.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek VI
Ok. The arrival of the enemy reinforcements doesn't change how many targets we have to knock off, does it? And the existing forces are likely (unless we disable them) to escape next turn?NickAragua wrote: ↑Mon Aug 13, 2018 12:44 pm Two. Also, you'll need to watch out next turn as the enemy heavy metal is coming in from northwest.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek VI
Correct. You have this turn and next turn to shoot at the mechs (except the Quickdraw which will be leaving after this turn), unless one of them gets knocked down (or worse).
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek VI
Could we meet our unit quota by blowing up one or more of the arriving forces in place of the retreating forces?NickAragua wrote: ↑Mon Aug 13, 2018 12:55 pm Correct. You have this turn and next turn to shoot at the mechs (except the Quickdraw which will be leaving after this turn), unless one of them gets knocked down (or worse).
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek VI
No, they're pretty much there to get in your way. Also, I was wrong, they are showing up next turn, not this turn (which would potentially have made their presence completely irrelevant).
Round 10:
LordMortis slows down a little bit so it's easier to fire the AC/20. Him and Xwraith move to engage the Griffin. The enemy mech's right torso armor is removed by an AC/20 burst, while the small laser finds the head to give the pilot a few burns. Xwraith engages in an elaborate dance with the Griffin, taking a boot to the right leg. His boot is a little stronger, stripping armor off the enemy mech's left leg and popping a pair of actuators, which knocks it to the ground. He overextended himself and had to take a knee, but is doing better than the Griffin for sure.
Scrub rotates her mech, holding position otherwise, as it's easier to fire PPCs at a target when it's not right in your face. She scores a hit on one of the Wolverines but fails to penetrate armor.
The Quickdraw 4H has a particularly dumb design decision, mounting an SRM/4 launcher in the back. All the ammo explosion potential with none of the forward firepower. Cylus braves the Griffin's PPC and LRM fire to deliver a solid headshot to the heavier mech as it fires haphazardly.
Zenn7 hits all four of his shots taking armor off the Trebuchet's arms and right torso. Zarathud takes the left arm off the mech with the PPC shot. Hyena can't quite make it to his desired position due to the mech heating up. The PPC shot is a little harder to make, so he fires several medium lasers instead to cool off briefly. It's enough to cut the LRM/15 launcher off the Trebuchet's right torso, and the medium mech falls to the ground under all the firepower.
As El Guapo's AC/10s begin tracking towards the Vedette, the tank sputters out when the attached CO catches up to it and blasts the treads off with a medium laser and SRM combo.
Raw data:
Battlefield State:
The downed Griffin barely manages to get up. Actuator damage slows him down drastically. The Trebuchet also has some trouble getting up. In practical terms, it means you guys will have two more rounds to shoot at the lagging enemy units. The Quickdraw fires up its jump jets and is out of range.
[Details]
Two more Ronin units must be destroyed or crippled to complete the mission.
It costs 2 MP to get up from "hull down", and you can pick your facing.
The Wolverines have a +3 movement mod.
The Trebuchet has a +1 movement mod. Sensors show it has no armor left at all on the right side.
The Griffin has a 0 movement mod. Left leg is looking pretty weak, and right torso armor is gone.
Round 10:
LordMortis slows down a little bit so it's easier to fire the AC/20. Him and Xwraith move to engage the Griffin. The enemy mech's right torso armor is removed by an AC/20 burst, while the small laser finds the head to give the pilot a few burns. Xwraith engages in an elaborate dance with the Griffin, taking a boot to the right leg. His boot is a little stronger, stripping armor off the enemy mech's left leg and popping a pair of actuators, which knocks it to the ground. He overextended himself and had to take a knee, but is doing better than the Griffin for sure.
Scrub rotates her mech, holding position otherwise, as it's easier to fire PPCs at a target when it's not right in your face. She scores a hit on one of the Wolverines but fails to penetrate armor.
The Quickdraw 4H has a particularly dumb design decision, mounting an SRM/4 launcher in the back. All the ammo explosion potential with none of the forward firepower. Cylus braves the Griffin's PPC and LRM fire to deliver a solid headshot to the heavier mech as it fires haphazardly.
Zenn7 hits all four of his shots taking armor off the Trebuchet's arms and right torso. Zarathud takes the left arm off the mech with the PPC shot. Hyena can't quite make it to his desired position due to the mech heating up. The PPC shot is a little harder to make, so he fires several medium lasers instead to cool off briefly. It's enough to cut the LRM/15 launcher off the Trebuchet's right torso, and the medium mech falls to the ground under all the firepower.
As El Guapo's AC/10s begin tracking towards the Vedette, the tank sputters out when the attached CO catches up to it and blasts the treads off with a medium laser and SRM combo.
Raw data:
Spoiler:
Spoiler:
[Details]
Two more Ronin units must be destroyed or crippled to complete the mission.
It costs 2 MP to get up from "hull down", and you can pick your facing.
The Wolverines have a +3 movement mod.
The Trebuchet has a +1 movement mod. Sensors show it has no armor left at all on the right side.
The Griffin has a 0 movement mod. Left leg is looking pretty weak, and right torso armor is gone.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek VI
Rifleman - run to 2311, fire AC/10s at the Griffin in 0806.
Warhammer - run to 2610, fire PPCs at the Griffin in 0806.
Striker - turn right twice, walk to 0613. Fire PPC, AC/10, and two medium lasers at the Trebuchet.
Awesome - torso twist right, fire all three PPCs at the Trebuchet.
Warhammer - run to 2610, fire PPCs at the Griffin in 0806.
Striker - turn right twice, walk to 0613. Fire PPC, AC/10, and two medium lasers at the Trebuchet.
Awesome - torso twist right, fire all three PPCs at the Trebuchet.
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- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via Megamek VI
Hatchetman, rotate left and all possible forward speed.
'thud, rotate left and fire on the Trebuchet.
'Hawk jump to 0314, facing S, and light up the Trebuchet.
'thud, rotate left and fire on the Trebuchet.
'Hawk jump to 0314, facing S, and light up the Trebuchet.
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- LordMortis
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Re: Let's Play Together: GM'd Battletech via Megamek VI
One of the three of us is feeling a bit underpowered by comparison. Sort of like the Thumb in the Hammer, Thumb, and nail equation for Battletech. "We're evenly matched. You scout ahead and we'll support you from back here. We got range. We got you covered."Zenn7's Awesome, Zarathud's Awesome and LordMortis' Hunchback.
- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek VI
You need to get a blimp, my friend.LordMortis wrote: ↑Mon Aug 13, 2018 2:39 pmOne of the three of us is feeling a bit underpowered by comparison. Sort of like the Thumb in the Hammer, Thumb, and nail equation for Battletech. "We're evenly matched. You scout ahead and we'll support you from back here. We got range. We got you covered."Zenn7's Awesome, Zarathud's Awesome and LordMortis' Hunchback.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek VI
How do you feel about the Victor? AC/20, 2x mlas, an SRM/4 rack and, most importantly, jump jets. Also a pretty tough kick, since it's an 80 tonner. It's pretty rare, being an assault and only manufactured in Davion space, but we can keep an eye out.
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- LordMortis
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Re: Let's Play Together: GM'd Battletech via Megamek VI
I like the idea of tough kick. But I'm not offended by my inadequacy. I just see the game in terms of tonnage (how we used to play) and when there are 250 tons between three mechs and one of them 50 tons, I have a pretty good idea what they 50 ton mech is used for. But being comparatively fragile is badge, right? It just means more money stays in pocket from less maintenance costs, right?NickAragua wrote: ↑Mon Aug 13, 2018 3:26 pm How do you feel about the Victor? AC/20, 2x mlas, an SRM/4 rack and, most importantly, jump jets. Also a pretty tough kick, since it's an 80 tonner. It's pretty rare, being an assault and only manufactured in Davion space, but we can keep an eye out.
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Re: Let's Play Together: GM'd Battletech via Megamek VI
Hey nick. Can you take my moves this turn. In bed sick as a dog last few days and the brainpower just aint working
- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek VI
Sure. Halfway around the world and I've got a fever too.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek VI
Round 11:
As the enemy Trebuchet dodges some incoming fire, Zenn7 lines up a few PPC shots and detonates the mech's remaining ammo in the left torso ammo bin. There was actually only one reload left in there, but owing to previous damage, the mech still disintegrates.
LordMortis moves around the back of the Griffin as El Guapo and Gbasden engage it at long range and strips all the armor from the rear section. Xwraith feels the process is taking too long and fires a medium laser through an armor breach, the beam touching some ... LRM ammo! That's that for the Griffin.
Raw Data:
Final battlefield state:
The Wolverines fire up their jump jets and exit the field of battle. Our continued pursuit is discouraged by the presence of a relatively fresh lance of assault mechs with their support. Having lost about half of their force (mostly their long-range support units, incidentally), the enemy is unable to gather sufficient force to assault landing zone C.
Salvage is not the best, given all the ammo explosions, but that's for our employer to worry about - we're just getting the money. Meanwhile, our damage was fairly superficial, although we did go through a lot of ammo.
As the enemy Trebuchet dodges some incoming fire, Zenn7 lines up a few PPC shots and detonates the mech's remaining ammo in the left torso ammo bin. There was actually only one reload left in there, but owing to previous damage, the mech still disintegrates.
LordMortis moves around the back of the Griffin as El Guapo and Gbasden engage it at long range and strips all the armor from the rear section. Xwraith feels the process is taking too long and fires a medium laser through an armor breach, the beam touching some ... LRM ammo! That's that for the Griffin.
Raw Data:
Spoiler:
Spoiler:
Salvage is not the best, given all the ammo explosions, but that's for our employer to worry about - we're just getting the money. Meanwhile, our damage was fairly superficial, although we did go through a lot of ammo.
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- El Guapo
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek VI
It was definitely a squeaker.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek VI
It was amusing to be running after everyone with the Rifleman and Warhammer. "Hey guys! Wait up! We're coming!" Glad they got a couple shots in (and one hit by the Warhammer) at the end.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek VI
One thing I forgot in my fever-induced delirium yesterday.
Kill board:
El Guapo: 2 (LRM Carrier with Rifleman, Trebuchet with Zenn7's Awesome)
Stefan: 2 (Manticore with Trebuchet, Griffin with Thunderbolt)
Isgrimnur: 1 (LRM Carrier with Hatchetman)
Kill-stealing Attached CO: 1 (Vedette with Shadow Hawk)
Kill board:
El Guapo: 2 (LRM Carrier with Rifleman, Trebuchet with Zenn7's Awesome)
Stefan: 2 (Manticore with Trebuchet, Griffin with Thunderbolt)
Isgrimnur: 1 (LRM Carrier with Hatchetman)
Kill-stealing Attached CO: 1 (Vedette with Shadow Hawk)
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Re: Let's Play Together: GM'd Battletech via Megamek VI
Damn kill stealers
- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek VI
It's crying out for an "assists" stat.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek VI
In Battletech, just about everyone gets an assist. e.g. those last two mechs, I don't think there was a unit on the OO side that *didn't* shoot at them.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek VI
It would have to work where the MechWarrior who gets the final shot in gets a "kill", and anyone who dealt (say) 20% or more of the damage points sustained by the mech gets an assist.NickAragua wrote: ↑Wed Aug 15, 2018 10:14 am In Battletech, just about everyone gets an assist. e.g. those last two mechs, I don't think there was a unit on the OO side that *didn't* shoot at them.
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