3820? Faceing w swNickAragua wrote: ↑Thu May 07, 2020 11:07 pmThe leg armor breach means the leg gets flooded and every actuator stops working, for a total of probably +5 to PSRs, making the base target roll 8+. So, doable, but highly inadvisable.Isgrimnur wrote: ↑Thu May 07, 2020 10:39 pmNick, is he out of action if he jumps in a lake now?Stefan Stirzaker wrote: ↑Thu May 07, 2020 6:52 pm OUch no leg armour on one leg. Going back to 3519 and taking on the Saracen Lasers and an unallocated Vedette with LRMS. Might be doing a few rounds of LRM fire.
edit: also, I don't think the catapult can reach 3519, even with 5/8/5 movement
Let's Play Together: GM'd Battletech via MegaMek IX
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
Siljanus attempts to target the Wolverine flitting through the woods to the west, but the Stalker's long-range weapons are unable to hit.
El Guapo moves forward, engaging a Vedette as Isgrimnur runs into the cluster. The Marauder's view is briefly obscured by a cloud of smoke, causing the gauss slug to miss, but the rest of its shots connect, blasting chunks out of the target Vedette's side. Isgrimnur's target is also rattled by autocannon and laser fire, then squashed.
Gbasden advances right down the middle, evaporating his target with three solid PPC shots to the left side. Several autocannon shots bounce or take chunks off the thick armor, but it barely even registers.
Leraje moves to the woods south, scoring a couple of hits on the target Vedette, but failing to breach armor.
Stefan jumps after the Saracen, firing lasers. A solid hit causes the hovertank to lurch and its turret to droop temporarily.
Raw Data:
Megamek save
Two Vedettes break north, following their limping Saracen buddy, while the two tanks that Isgrimnur and El Guapo engaged pull back to the southwest. The tanks on the west flank resume their advance, mostly ignoring the liaison's Phoenix Hawk.
Movement Modifiers:
Wolverine, Warhammer - have not moved yet
Hetzer, Scorpion, Hunter - 2
Maxim - 3
Scorpion #2 - 1
Vedette #2, #5 - 1
Vedette #3, AC2 #2 - 2
Vedette - 3
Vedette #4 - 2
Saracen - 2
Objective update:
6/20 hostile units crippled or destroyed (rout test at 50%)
Vedette AC2 destroyed (Isgrimnur)
Vedette destroyed (Gbasden)
Neither the Warhammer nor the Wolverine have moved yet
Saracen is stunned, meaning it cannot attack this round
El Guapo moves forward, engaging a Vedette as Isgrimnur runs into the cluster. The Marauder's view is briefly obscured by a cloud of smoke, causing the gauss slug to miss, but the rest of its shots connect, blasting chunks out of the target Vedette's side. Isgrimnur's target is also rattled by autocannon and laser fire, then squashed.
Gbasden advances right down the middle, evaporating his target with three solid PPC shots to the left side. Several autocannon shots bounce or take chunks off the thick armor, but it barely even registers.
Leraje moves to the woods south, scoring a couple of hits on the target Vedette, but failing to breach armor.
Stefan jumps after the Saracen, firing lasers. A solid hit causes the hovertank to lurch and its turret to droop temporarily.
Spoiler:
Spoiler:
Two Vedettes break north, following their limping Saracen buddy, while the two tanks that Isgrimnur and El Guapo engaged pull back to the southwest. The tanks on the west flank resume their advance, mostly ignoring the liaison's Phoenix Hawk.
Movement Modifiers:
Wolverine, Warhammer - have not moved yet
Hetzer, Scorpion, Hunter - 2
Maxim - 3
Scorpion #2 - 1
Vedette #2, #5 - 1
Vedette #3, AC2 #2 - 2
Vedette - 3
Vedette #4 - 2
Saracen - 2
Objective update:
6/20 hostile units crippled or destroyed (rout test at 50%)
Vedette AC2 destroyed (Isgrimnur)
Vedette destroyed (Gbasden)
Neither the Warhammer nor the Wolverine have moved yet
Saracen is stunned, meaning it cannot attack this round
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
3629
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
Jump to 3823 and alpha Vedette @ 3723. Then kick it.
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
Sorry, 3628.
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
Walk to 2830.
I'm thinking that I'll fire at the Vedette in 3332, but you can make the final firing decisions after the Wolverine and Warhammer move (if I have good shots at the Warhammer after he moves, that's probably more important).
I'm thinking that I'll fire at the Vedette in 3332, but you can make the final firing decisions after the Wolverine and Warhammer move (if I have good shots at the Warhammer after he moves, that's probably more important).
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
Could you clarify rules for entering water? As I read it, it's 3 MP to enter the water and if I cannot run during that move I need to start directly adjacent to the hex I want to enter. Is that correct, or is it just that you can't run once you are in the water?
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
Any time you enter a new water hex on your turn, you're limited to walking speed, the only exception being that you can ignore that restriction if all you're doing is walking forward exactly one step.gbasden wrote: ↑Fri May 08, 2020 3:28 pm Could you clarify rules for entering water? As I read it, it's 3 MP to enter the water and if I cannot run during that move I need to start directly adjacent to the hex I want to enter. Is that correct, or is it just that you can't run once you are in the water?
The other wrinkle is that the water hex directly in front of you is depth 2, so while you should be able to go in there, you'll be completely submerged (and thus not have LOS to anything).
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
Right, which was leading me to wonder if I could get to the next hex over and go in, but that's not going to work either. I'll go to 3527 facing S, melee the Vedette adjacent, and fire two PPCs at either the Warhammer, if it comes into LOS, or whichever Vedette gives me the best odds.NickAragua wrote: ↑Fri May 08, 2020 3:35 pmAny time you enter a new water hex on your turn, you're limited to walking speed, the only exception being that you can ignore that restriction if all you're doing is walking forward exactly one step.gbasden wrote: ↑Fri May 08, 2020 3:28 pm Could you clarify rules for entering water? As I read it, it's 3 MP to enter the water and if I cannot run during that move I need to start directly adjacent to the hex I want to enter. Is that correct, or is it just that you can't run once you are in the water?
The other wrinkle is that the water hex directly in front of you is depth 2, so while you should be able to go in there, you'll be completely submerged (and thus not have LOS to anything).
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
I’d like to move to hex 2624, facing towards the SW at the end and firing LRMs and Lg Lasers at the Hetzer assault gun at 2230 if I have LOS.
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
I think the water prevents you from getting there - it'll limit you to walk MP, which is 4, and just going into that water hex to your southeast (quickest route) is 4.
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
Let’s dip my metal feet into hex 2523, facing south and I’d like to keep the same attack plan if possible.NickAragua wrote: ↑Fri May 08, 2020 8:33 pmI think the water prevents you from getting there - it'll limit you to walk MP, which is 4, and just going into that water hex to your southeast (quickest route) is 4.
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
Can I jump to 3815? kick the saracen and weapons of opportunity at others (mainly vedettes)
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
Stefan fires up the Catapult's jump jets, trying to take out the Saracen breaking through to the convoy before the crew can finish picking their teeth up off the floor. He has a hard time getting an LRM lock on the Vedettes to the south, but does manage to crack a lot of armor off the Saracen's turret.
Leraje follows, jumping after the two Vedettes heading north as well. The mechwarrior decides to hold the SRMs, as he's not a very good shot with them and the tank is being evasive enough against the lasers. Not to mention the heat curve. That being said, one of the Guillotine's lasers brushes the turret, causing it to spark instead of rotate. The less said about dodgy Vedettes avoiding kicks the better.
Isgrimnur chases after another pair of Vedettes, with Gbasden stomping in. Isgrimnur's autocannon and laser fire immobilizes the AC/2 Vedette, blasting through armor and into the engine block, the vehicle burping to a halt.
Gbasden's Awesome can take it, but he still breathes a sigh of relief as the Warhammer's PPCs fly past, along with some light ordnance from a nearby Vedette. A few autocannon shots do hit our Awesome, including a pair from the back, causing the mech to lurch slightly and whiff its PPC shots at the Warhammer. Gbasden grunts in dissatisfaction, using the mech's small pulse laser to blow chunks out of the other nearby Vedette's treads, reducing its mobility slightly. Him and Isgrimnur wind up basically playing soccer with the poor tank. It doesn't last very long, exploding after the third kick as its fuel tank goes.
Siljanus is unable to target the Hetzer, but does manage to land a solid laser hit on the front of a Maxim hover transport. The hovercraft remains intact, however.
El Guapo's fire alarms stop blaring, enabling him to score a PPC hit on the previously damaged Vedette, but he's unable to seal the deal with the rest of the weapons, blowing apart several hapless conifers instead.
Raw data:
MegaMek save
As the two Vedettes and Saracen attempt to get past Stefan and attack the convoy, the crew of the Vedette that Isgrimnur disabled climbs out of the vehicle at a rapid pace.
Objective update:
8/20 hostile units crippled or destroyed (rout test at 50%)
Vedette AC2 #2 disabled (Isgrimnur)
Vedette #3 destroyed (Isgrimnur, assist by Gbasden)
Movement modifiers:
Wolverine, Warhammer - not moved yet
Maxim - 3
Hunter - 2
Scorpions, Hetzer - 1
Vedette #2 - 0
Vedette #5 - 1
Vedette - 2
Vedette #4, Saracen - 3
Leraje follows, jumping after the two Vedettes heading north as well. The mechwarrior decides to hold the SRMs, as he's not a very good shot with them and the tank is being evasive enough against the lasers. Not to mention the heat curve. That being said, one of the Guillotine's lasers brushes the turret, causing it to spark instead of rotate. The less said about dodgy Vedettes avoiding kicks the better.
Isgrimnur chases after another pair of Vedettes, with Gbasden stomping in. Isgrimnur's autocannon and laser fire immobilizes the AC/2 Vedette, blasting through armor and into the engine block, the vehicle burping to a halt.
Gbasden's Awesome can take it, but he still breathes a sigh of relief as the Warhammer's PPCs fly past, along with some light ordnance from a nearby Vedette. A few autocannon shots do hit our Awesome, including a pair from the back, causing the mech to lurch slightly and whiff its PPC shots at the Warhammer. Gbasden grunts in dissatisfaction, using the mech's small pulse laser to blow chunks out of the other nearby Vedette's treads, reducing its mobility slightly. Him and Isgrimnur wind up basically playing soccer with the poor tank. It doesn't last very long, exploding after the third kick as its fuel tank goes.
Siljanus is unable to target the Hetzer, but does manage to land a solid laser hit on the front of a Maxim hover transport. The hovercraft remains intact, however.
El Guapo's fire alarms stop blaring, enabling him to score a PPC hit on the previously damaged Vedette, but he's unable to seal the deal with the rest of the weapons, blowing apart several hapless conifers instead.
Spoiler:
Spoiler:
As the two Vedettes and Saracen attempt to get past Stefan and attack the convoy, the crew of the Vedette that Isgrimnur disabled climbs out of the vehicle at a rapid pace.
Objective update:
8/20 hostile units crippled or destroyed (rout test at 50%)
Vedette AC2 #2 disabled (Isgrimnur)
Vedette #3 destroyed (Isgrimnur, assist by Gbasden)
Movement modifiers:
Wolverine, Warhammer - not moved yet
Maxim - 3
Hunter - 2
Scorpions, Hetzer - 1
Vedette #2 - 0
Vedette #5 - 1
Vedette - 2
Vedette #4, Saracen - 3
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
2925. I'm on the Maxim.
Corporal Stefan, I want that Saracen grounded YESTERDAY!
Corporal Stefan, I want that Saracen grounded YESTERDAY!
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
Run to 3719. Fire all lasers at Vedette @ 3616.
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
Target Maxim hover transport in hex 2824 with SRMs and medium lasers. Thanks!
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
Move to 3532 facing SW. Shoot at the Warhammer if possible while meleeing a Vedette.
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
Im on it!
3410 or 3511. Attack saracen with all means available
3410 or 3511. Attack saracen with all means available
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
Just waiting for our Marauder.
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
Sorry. Remind me - how fast can you move while backing up? I think you're limited to your max walking movement?
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
Ok - then I'll back up back to 2827. Probably fire at the Hunter in 2327 (torso twisting if helpful / necessary), unless the Warhammer movement changes the wisdom of that).
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
Try as he might, Stefan just can't reach melee range of the Saracen. All four of the Catapult's medium lasers hit, but fail to breach armor. He does manage to attract the hovertank's attention as a salvo of SRMs streaks by, with only one pinging off the armor.
Siljanus opens up on the Maxim with short range weapons, throwing a large laser in there for good measure - the combat computer and leg-mounted heat sinks being underwater mean the mech can put out a lot more heat than expected and not have any trouble dissipating it (boiled lake water notwithstanding). Isgrimnur's mech blares its heat alarms as the jump jets raise its heat quite a bit, leaving our mechwarrior firing just one medium laser at the hovercraft. Siljanus' lasers and SRMs take the hovertank out of action, settling it to the ground in a cloud of dust, blown-out fans and SRM launcher bits. Our mechwarrior breathes a sigh of relief as an AC/20 round from the Hetzer spends itself against the water in front of the Stalker. The Stalker takes a few LRMs from a Scorpion tank, but they barely dent the armor. Isgrimnur smirks and leaves the rest of the Maxim intact - salvage that hasn't been smashed apart with a hammer is worth more. Some flamer infantry clamber out, but they're basically just shaking themselves off, so they're not really a threat at this point.
The Warhammer takes a few seconds too cool off, staying out of sight. This leaves its Vedette buddies hanging as Gbasden stomps up to them. The damaged one that got away from El Guapo eats a pair of PPC shots and a blast from the pulse laser, treads fusing and the vehicle refusing to move. The second one is simply squashed under the Awesome's foot.
El Guapo backs up, firing at the Hunter support tank. As its missiles leave the rack, the Marauder nails it with a PPC and a gauss slug, ruining the treads on the right side and leaving it tilting. The crew scampers out.
Leraje chases after the Vedettes, which fire back, one of them pinging an autocannon round off the Guillotine's leg. His target Vedette takes several laser hits, causing it to spurt out a significant amount of oil and slow down with a grinding sound.
The convoy also reports taking fire from the Wolverine which has circled around the west flank.
Raw data:
MegaMek save
It appears as though the rest of the tanks - the two Scorpions and the Hetzer to the southwest are retreating. The Vedettes and Saracen to the north, as well as (presumably) the Wolverine continue picking at the convoy, with little luck so far - a lot of the vehicles in the convoy are fast little guys.
Objective update:
12/20 hostile units crippled or destroyed
Maxim hover transport disabled (Siljanus, assist by Isgrimnur)
Hunter disabled (El Guapo)
Vedette #2 disabled (Gbasden, assist by El Guapo)
Vedette #5 destroyed (Gbasden)
Movement modifiers:
Vedette - 1
Vedette #4, Saracen - 3
Scorpions - 1
Hetzer - 2
Warhammer, Wolverine - have not moved yet
Siljanus opens up on the Maxim with short range weapons, throwing a large laser in there for good measure - the combat computer and leg-mounted heat sinks being underwater mean the mech can put out a lot more heat than expected and not have any trouble dissipating it (boiled lake water notwithstanding). Isgrimnur's mech blares its heat alarms as the jump jets raise its heat quite a bit, leaving our mechwarrior firing just one medium laser at the hovercraft. Siljanus' lasers and SRMs take the hovertank out of action, settling it to the ground in a cloud of dust, blown-out fans and SRM launcher bits. Our mechwarrior breathes a sigh of relief as an AC/20 round from the Hetzer spends itself against the water in front of the Stalker. The Stalker takes a few LRMs from a Scorpion tank, but they barely dent the armor. Isgrimnur smirks and leaves the rest of the Maxim intact - salvage that hasn't been smashed apart with a hammer is worth more. Some flamer infantry clamber out, but they're basically just shaking themselves off, so they're not really a threat at this point.
The Warhammer takes a few seconds too cool off, staying out of sight. This leaves its Vedette buddies hanging as Gbasden stomps up to them. The damaged one that got away from El Guapo eats a pair of PPC shots and a blast from the pulse laser, treads fusing and the vehicle refusing to move. The second one is simply squashed under the Awesome's foot.
El Guapo backs up, firing at the Hunter support tank. As its missiles leave the rack, the Marauder nails it with a PPC and a gauss slug, ruining the treads on the right side and leaving it tilting. The crew scampers out.
Leraje chases after the Vedettes, which fire back, one of them pinging an autocannon round off the Guillotine's leg. His target Vedette takes several laser hits, causing it to spurt out a significant amount of oil and slow down with a grinding sound.
The convoy also reports taking fire from the Wolverine which has circled around the west flank.
Spoiler:
Spoiler:
It appears as though the rest of the tanks - the two Scorpions and the Hetzer to the southwest are retreating. The Vedettes and Saracen to the north, as well as (presumably) the Wolverine continue picking at the convoy, with little luck so far - a lot of the vehicles in the convoy are fast little guys.
Objective update:
12/20 hostile units crippled or destroyed
Maxim hover transport disabled (Siljanus, assist by Isgrimnur)
Hunter disabled (El Guapo)
Vedette #2 disabled (Gbasden, assist by El Guapo)
Vedette #5 destroyed (Gbasden)
Movement modifiers:
Vedette - 1
Vedette #4, Saracen - 3
Scorpions - 1
Hetzer - 2
Warhammer, Wolverine - have not moved yet
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
2919 for a dip, and let's give our Wolverine friend something else to worry about.
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
So the vehicles are retreating at this point but the mechs aren't?
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
The vehicles to the southwest are doing a "fighting retreat", the units to the north are still picking at the convoy, and it's hard to tell what the Warhammer is doing, but you can treat everything that's not disabled as an active combatant.
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
Run to 3713.
Fire all MLs at Vedette @ 3612, followed by a kick.
Fire LL at Vedette @ 3609
Fire all MLs at Vedette @ 3612, followed by a kick.
Fire LL at Vedette @ 3609
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
Back up to 3930 and try to shoot the Warhammer.
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
Do I have a shot at that Wolverine from either 2321 or 2421? Now that it’s moved a bit closer to me it’s time to engage that sneaky bastard.
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
You would from 2321, but you can't get there - turning around will run you two or three MP, stepping up into woods is another 3, which eats all your MP.
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
Seems like it makes sense for gbasden and I to tag-team the Warhammer, and everyone else gets back to destroy the vehicles up near the convoy?
Also, is that Phoenix Hawk to the southwest on our side or not? Doesn't seem to be listed on the friendly or hostile forces list. Maybe a tourist?
edit: ah, it's the liaison.
Also, is that Phoenix Hawk to the southwest on our side or not? Doesn't seem to be listed on the friendly or hostile forces list. Maybe a tourist?
edit: ah, it's the liaison.
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
I'll back up one space into the heavy woods and plan on targeting the Warhammer (pending its movement).
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
In fine liaison tradition, he's not doing much, but at least he's not getting himself blown up.
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
Time to get out of the bath. Move to hex 2623 facing SW. If I can, target the Hetzer at 1630 with LRMs and Lg lasers. I’ll then make my way towards the Wolverine in a future turn. If the Scorpion in 1730 has a significantly better chance of being hit I’ll target the Scorpion instead.
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Wise words of warning from Smoove B: Oh, how you all laughed when I warned you about the semen. Well, who's laughing now?
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- Posts: 1139
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
Can I kick the vedette next to me, then move and then attack a new target? or is it one attack and move per round?
- Leraje
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
Nope, melee attacks take place last during the turn. Somewhat simplified turn structure is Move>Fire>Resolve damage>Melee>Resolve melee damage. Damage resolution is simultaneous for all sides. Hope that helps.Stefan Stirzaker wrote: ↑Mon May 11, 2020 8:27 pm Can I kick the vedette next to me, then move and then attack a new target? or is it one attack and move per round?
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
Thanks! I thought so.
move to 3609 melee vedette and fire at vedette in convoy where I was.
move to 3609 melee vedette and fire at vedette in convoy where I was.
- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek IX
As the enemy Wolverine jumps across the river to attack the convoy, a hover APC tries really hard to avoid it, and the Saracen zipping around. A little too hard, in fact, and grinds one of its bottom fans against the ground, with quite unpleasant results.
Siljanus lumbers out of the lake, raking a laser across the front of the Hetzer without penetrating armor. Encourage a continued retreat.
Leraje finally finishes off the nearby Vedette, blasting through to its engine block with the Guillotine's lasers. Stefan helps out by causing multiple armor breaches on that poor tank as well. Leraje holds the kick, that tank is basically kibble now. The other Vedette survives, although its armor is starting to look a little thin.
Gbasden and El Guapo team up on the Warhammer, Gbasden's three PPCs hitting from the front and melting two tons of armor off the heavy mech, while El Guapo melts through the back with a PPC shot. Gbasden's right leg takes a solid PPC hit, but armor holds. The Warhammer's mechwarrior is unable to compensate for the pounding and the mech falls to the ground.
Isgrimnur succeeds in distracting the Wolverine, but the Saracen blows away the flatbed truck with its SRMs.
MegaMek save
Raw data:
The tanks to the southwest continue withdrawing, while the Warhammer is struggling to get up. The two remaining tanks to the north are still firing but obviously making their way out of the area as well, as it the Wolverine - although it'll have a good shot at the rest of the convoy on its way out.
Objective update:
APC (Hover LRM) "self-destructs" (1/5)
Flatbed Truck (SRM) destroyed (2/5 convoy units destroyed, mission failure at 3)
Vedette disabled (Leraje, assist by Stefan)
Hostile units mounting fighting withdrawal
Movement mods:
Saracen, Vedette #4 - 2
Hetzer, Scorpion LRM - 1
Scorpion LRM #2 - 0
Warhammer, Wolverine - not moved yet
Siljanus lumbers out of the lake, raking a laser across the front of the Hetzer without penetrating armor. Encourage a continued retreat.
Leraje finally finishes off the nearby Vedette, blasting through to its engine block with the Guillotine's lasers. Stefan helps out by causing multiple armor breaches on that poor tank as well. Leraje holds the kick, that tank is basically kibble now. The other Vedette survives, although its armor is starting to look a little thin.
Gbasden and El Guapo team up on the Warhammer, Gbasden's three PPCs hitting from the front and melting two tons of armor off the heavy mech, while El Guapo melts through the back with a PPC shot. Gbasden's right leg takes a solid PPC hit, but armor holds. The Warhammer's mechwarrior is unable to compensate for the pounding and the mech falls to the ground.
Isgrimnur succeeds in distracting the Wolverine, but the Saracen blows away the flatbed truck with its SRMs.
Spoiler:
Raw data:
Spoiler:
Objective update:
APC (Hover LRM) "self-destructs" (1/5)
Flatbed Truck (SRM) destroyed (2/5 convoy units destroyed, mission failure at 3)
Vedette disabled (Leraje, assist by Stefan)
Hostile units mounting fighting withdrawal
Movement mods:
Saracen, Vedette #4 - 2
Hetzer, Scorpion LRM - 1
Scorpion LRM #2 - 0
Warhammer, Wolverine - not moved yet
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