Let's Play Together: GM'd Battletech via MegaMek X

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NickAragua
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Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

Vote Results:
Spoiler:
Depth 0 to mud - unanimous

Woods -> Swamp - 2
Woods - 1

Home edge: South - unanimous

Alpha-Heavy - unanimous

VTOL, 2x Medium Hover, Jump Infantry, Air Support - air superiority
VTOL, 1x Medium Hover, Assault Tank, Air Support - air superiority
VTOL, Heavy Armor, Assault Tank, Air Support - air superiority

Hid buildings behind woods/hills
After a lot of discussion and wrangling with the Lyrans (and not a small amount of internal disagreement), we wound up convincing them to place their HQ buildings behind some hills with a muddy swamp to the north.

Their defensive garrison isn't too impressive - other than the defensive turrets, they have a Karnov UR Gunship (which is basically a flying machine gun platform), a Drillson hovertank and a Partisan, which is basically an 80-ton technical with four AC/5s. But it could have been worse, they could have put in Vedettes instead.

El Guapo also happens to have brought a pair of Galleon 102s from our growing stock - they're rolling off the local assembly lines even as the Jade Falcon dropships hit the ground. Alpha-Strike is tasked with air superiority.
Spoiler:
Enlarge Image
Our units can deploy anywhere on the map. The only restriction is that at least one of our mechs must deploy within six hexes of a building.

To those participating (I believe there are six), we have four mechs, four tanks (Drillson, Partisan, 2x Galleon), a VTOL and three aerospace fighters. Nominate the unit that you want to drive (El Guapo gets first dibs on the Marauder). If you're picking tanks, you get to drive two. I'll assign the VTOL randomly unless someone has a strong preference. Collisions can be either resolved by mutual agreement or I'll roll a die.

Once you've figured out who's driving what, specify deployment coordinates. Keep in mind the Jade Falcon ground force is coming in from the north.

Also, in spoiler tags, nominate the hex containing the HQ.

The four objectives are:
- Eliminate Jade Falcon commander unit (the Loki)
- Prevent the destruction of the HQ hex
- Destroy or cripple 50% of the opposing force (does not include aerospace fighters)
- Prevent the destruction of 50% of our force (does not include aerospace fighters or turrets)

----

Pro tips for tank operators:
Tanks are height 1, rather than mechs, which are height 2, so you can hide behind level 1 hills. Also, tanks don't track heat, so if you can shoot at something, do so.

The Drillson is a hovertank, so it'll easily glide over all the swamps and mud. Use your maximum movement, but do keep in mind that, if you're into "flank" speed, every time you turn then enter a new hex, that's a PSR where failure results in a skid in the direction you were moving before the turn. Use the hills for cover and dart in to attack vulnerable targets in the rear arc.

The Partisan is a long-range turret. Probably not as long-range as some of the clan units, though.

The Galleons are basically throwaway crap, best used in an ambush role, then running away as best as they can.

The VTOL is one of the most terrible VTOL designs I've seen. Use it to mildly annoy enemy units and absorb a little firepower before the inevitable ammo explosion evaporates it. It's subject to the same skid rules as the hovertank, but can change elevations at a cost of 1 MP per level. Move at max speed each turn or die.
Last edited by NickAragua on Tue Jan 05, 2021 1:34 pm, edited 3 times in total.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

Player-controlled units:

Lt JG. Patrick "El Guapo" Allain
Gunnery/Piloting: 1/2, Dodge, Multi-Tasker, Terrain Master [Forest Ranger], Weapon Specialist - PPC
Marauder MAD-3R (XL)
75 tons
Movement: 4/6
Heat Sinks: 17
Armor: 192 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
PPC x2 - Left Arm/Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
Gauss Rifle - Left Torso - 1 - 15 - 7/15/22 (16 shots, minimum range 2)
Medium Laser x2 - Left Arm/Right Arm - 3 - 5 - 3/6/9
Mech Quirks:
Command Mech
Hyper-Extending Actuators
Narrow/Low Profile

Cpl. Emyflor "Fury" Havamakian
Gunnery/Piloting: 2/2, Gunnery Specialization - Energy
Guillotine GLT-4L (J)
70 tons
Movement: 4/6/4
Heat Sinks: 22
Armor: 192
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Large Laser - Left Arm - 8 - 8 - 5/10/15
Medium Laser - 2x Right Arm, Right Torso, Left Torso - 3 - 5 - 3/6/9
SRM/6 - Center Torso - 4 - 12 (6x2) - 3/6/9 (15 shots)

Pvt. Hayden "Thud" Parrel
Gunnery/Piloting: 2/4
Awesome AWS-8Q (XL)
80 tons
Movement: 3/5
Heat Sinks: 33
Armor: 240 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
ER PPC - Right Arm - 15 - 10 - 7/14/23
PPC - Left Torso/Right Torso - 10 - 10 - 6/12/18 (minimum range 3)
Small Pulse Laser - Head - 1 - 3 - 1/2/3 (+2 to hit)
Mech Quirks:
Battle Fist (Left Arm)

Pvt Gurudasa "Guru" Naimish
Gunnery/Piloting: 3/4
Thug THG-11E (O)
80 tons
Movement: 4/6/4
Heat Sinks: 14 (double: 28)
Armor: 247 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
PPC - Left Arm/Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
SRM/6 - Left Torso/Right Torso - 4 - 12 (6x2) - 3/6/9 (30 shots)
Mech Quirks:
No Torso Twist

Karnov UR Gunship (Standard)
Gunnery/Piloting: 4/4
30 tons
Movement: 11/17 (VTOL)
Armor: 24
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Machine Gun - 2x front, 2x right, 2x left, 2x rear - 0 - 2 - 1/2/3 (400 shots)

Drillson Hovertank (Standard)
Gunnery/Piloting: 4/4
50 tons
Movement: 8/14 (Hover)
Armor: 104
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
LRM/10 - Front - 0 - 10 (2x5) - 7/14/21 (12 shots)
Machine Gun - 2x front - 0 - 2 - 1/2/3 (100 shots)
SRM/2 - 2x turret - 0 - 2 (2x2) - 3/6/9 (50 shots)
Large Laser - 1x turret - 0 - 8 - 5/10/15

Partisan Heavy Tank
Gunnery/Piloting: 3/6
Movement: 3/5 (Tracked)
80 tons
Armor: 96
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Machine Gun - 2x front - 0 - 2 - 1/2/3 (100 shots)
AC/5 - 4x turret - 0 - 5 - 6/12/18 (40 shots)

Galleon Light Tank (GAL-102) x2
Gunnery/Piloting: 2/3, 1/3
Movement: 7/11 (Tracked)
Armor: 107
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser x2 - Left/Right - 0 - 5 - 3/6/9
Medium Pulse Laser - Turret - 0 - 5 - 2/4/6 (+2 to hit)
Beagle Probe (negates ECM when within 6 hexes)

Special ability and quirk descriptions:
Multi-Tasker: reduces penalty for firing at secondary targets by 1
Weapon Specialization (weapon): get +2 on attacks with that weapon
Gunnery Specialization (weapon type): get +1 on attacks with that weapon type, -1 on attacks with other weapon types
Terrain Master [Forest Ranger]: -1 MP to move into woods, -1 to attacks against unit if it used MP in woods, +1 to PSRs while in woods
Dodge: May forego physical attacks to subtract 2 from all physical attack rolls vs unit
Speed Demon: Add +1 run MP, +2 sprint MP, may not fire weapons or make physical attacks

Battlefist: +1 to physical attacks with that arm
Command Mech: +1 to initiative
Hyper-Extending Actuators: can flip arms into rear arc
Narrow/Low Profile: being hit by an attack at the target number or target number +1 does half damage
Improved Targeting (Range Bracket): +1 to attacks with weapons at that range
No Torso Twist: Cannot perform torso twist during firing phase
Combat Computer: reduces accumulated heat by 4 during the heat phase
Stable: +1 to PSRs vs physical attacks

------------------

Observed Hostile Unit Stats:

Loki (Hellbringer) Prime
Scans blocked by ECM
Observed firing two extended-range PPCs

Dragonfly (Viper) Prime
40 tons
Movement: 8/12/8 (walk MP reduced by 1 when carrying battle armor)
Heat Sinks: 10 (double: 20)
Armor: 134 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
SRM/4 - Left Arm - 3 - 8 (4x2) - 3/6/9 (25 shots)
Medium Pulse Laser - 2x Right Arm - 4 - 7 - 4/8/12 (+2 to hit)
Anti-Missile System - Left Torso - (24 shots) - reduces incoming missile effectiveness
Machine Gun - 2x RT - 0 - 2 - 1/2/3 (100 shots)
Mech Quirks:
Improved Targeting (Long Range)
Narrow/Low Profile
No Torso Twist

Black Hawk (Nova) Prime
50 tons
Movement: 5/8/5
Heat Sinks: 14 (double: 20, combat computer +4)
Armor: 160 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
LB 5-X autocannon - Left Arm - 1 - 5 (solid)/5x1 (cluster) - 8/15/24 (20 shots each ammo type)
LRM/20 - Right Arm - 6 - 20 (4x5) - 7/14/21 (12 shots)
Mech Quirks:
Combat Computer
Narrow/Low Profile
No Torso Twist

Ryoken
55 tons
Movement: 6/9
Heat Sinks: 10 (double: 20)
Armor: 182
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
LB 10-X autocannon - Left Arm - 2 - 10 (solid)/10x1 (cluster) - 6/12/18 (20 solid/10 cluster)
Large Pulse Laser - Right Arm - 10 - 10 - 6/14/20 (+2 to hit)
Medium Pulse Laser - Left Torso, Right Torso - 4 - 7 - 4/8/12 (+2 to hit)
Mech Quirks:
Stable
Last edited by NickAragua on Tue Jan 12, 2021 1:28 pm, edited 4 times in total.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

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
You sprinted: can't fire

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, unless you guys pick a VTOL and roll a Ferret)

"Woods" between you and your target (not including your hex):
+1 per light woods
+1 per foliage at level 1 or higher if attacker is mech at level 0

Mech standing directly behind partial cover (level 1 hill, level 1 building) from attacker: +1, leg hits negated

Hull Down:
costs 2 MP
cannot kick
having partial cover grants an additional +1 penalty to hit hull-down units
costs 2 MP and a PSR to get back up (failure results in remaining hull down)

Entering depth 1 water costs 3MP, and you cannot go into a run
(1MP for movement, 1 MP for changing height, 1 MP for water)

Entering mud costs +1 MP if you're on the ground (hover or VTOL movement ignores this). Tracked vehicles have to make a PSR to avoid bogging down.
Entering swamp costs +1 MP if you're on the ground. All ground units have to make a PSR to avoid bogging down. Jumping into a swamp automatically gets you stuck. If you get stuck in a swamp, there's a small chance it's actually quicksand, which sucks you down and takes you out of the game unless you break free within a turn.

Sprint: move at 2x your walk MP, but take penalties to PSR, are easier to hit and cannot fire weapons.

Some of the clan units have the SPA Speed Demon: add +1 to run MP, add +2 to sprint MP, cannot fire weapons when active.

We are playing using "rapid fire autocannons", which means an autocannon can be rapid-fired, behaving like an Ultra AC, but with a 3/36 chance of jamming and 1/36 chance of the round exploding in the barrel.

Heat Chart:
5: -1MP
8: -1 to attack rolls
10: -2MP
13: -2 to attack rolls
14: shutdown check, trivial
15: -3 MP
17: -3 to attack rolls
18: shutdown check, easy
19: ammo explosion check
20: -4 MP
Last edited by NickAragua on Tue Jan 12, 2021 1:30 pm, edited 3 times in total.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by El Guapo »

I'll take myself (the Marauder). Given that, do I also pick another unit, or just the one mech?

I'm fine with letting Leraje and/or Clanwolfer pick where the HQ goes, given that they seem pretty knowledgeable about this sort of thing.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

El Guapo wrote: Tue Jan 05, 2021 2:17 pm I'll take myself (the Marauder). Given that, do I also pick another unit, or just the one mech?
Just the one mech for now.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Leraje »

I'll take Partisan and something else at your discretion.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by El Guapo »

Obviously we don't have time now, but when can I get double heat sinks into this Marauder?
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Captainwolfer »

El Guapo wrote: Tue Jan 05, 2021 2:17 pm I'll take myself (the Marauder). Given that, do I also pick another unit, or just the one mech?

I'm fine with letting Leraje and/or Clanwolfer pick where the HQ goes, given that they seem pretty knowledgeable about this sort of thing.
Did you mean me when you said "Clanwolfer"?

Nick, do swamps impose penalties to hit like woods do?

To those controlling the mechs, our plan of action should probably be to hide behind the height 2 hills until the Clan mechs get within our normal PPC range (either 12 for medium PPC range or 18 for Long), because otherwise they will just shoot us up on the way in with their ER PPCs.

Fury and Guru (our Guillotine and Thug mechs) have jump jets, our Marauder and Awesome don't. So I advise starting either the Awesome or the Marauder on tile 0718 (to the left of the leftmost building) to use the hill as cover and act as a long range turret basically.

We should keep the chopper back until the 2 medium mechs deploy the battle armor that they are presumably carrying, because battle armor is the only thing the Chopper might actually do something against.

The only other thing I can think of is that I think we should have the leftmost building be the HQ.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

Captainwolfer wrote: Tue Jan 05, 2021 4:17 pm Nick, do swamps impose penalties to hit like woods do?
Nope, just movement penalties for ground-bound units.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by gbasden »

Since we have two more knowledgeable people, I'll take some tanks or such.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by $iljanus »

gbasden wrote:Since we have two more knowledgeable people, I'll take some tanks or such.
Same here please.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Leraje »

Heh, since tanks seem to be in such a high demand over mechs, I can take one of the "free" mechs (AWS prefered) :)

1916 does look like a good HQ spot.

Question to all of the involved parties - are we planning to humor clan RoE or go for a free-for-all?
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by El Guapo »

I'll start my Marauder in 0718.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by El Guapo »

Leraje wrote: Wed Jan 06, 2021 3:35 am Heh, since tanks seem to be in such a high demand over mechs, I can take one of the "free" mechs (AWS prefered) :)

1916 does look like a good HQ spot.

Question to all of the involved parties - are we planning to humor clan RoE or go for a free-for-all?
Whatever favors us, I guess. My general sense is that the Clan's RoE were helpful to the Inner Sphere forces at the end of the day, as it prevented the Clans from just swarming the inner sphere forces with superior units.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Isgrimnur »

I'll take the Guillotine
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

Ok, looks like the unit assignments and deployment coordinates are as follows (although only El Guapo has picked the latter so far):
El Guapo - Marauder - 0718
Leraje - Awesome
Isgrimnur - Guillotine
Stefan - Thug
Siljanus - Drillson, Galleon, Karnov VTOL
Gbasden - Partisan, Galleon

edit: also, introducing 'hull down' rules in the rules refreshing section. Basically you can take a knee to get a little extra protection from low hills and low buildings.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Leraje »

1413 looks like a good spot.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Isgrimnur »

1311
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by $iljanus »

Is it okay if I get back to you in a few hrs?
Edit: Or right now!

Galleon 0618
Drillson 0217
Karnov Hover coffin 2517 (are those light woods and am I allowed to hide there?)

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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

$iljanus wrote: Wed Jan 06, 2021 2:44 pm Karnov Hover coffin 2517 (are those light woods and am I allowed to hide there?)
That's a missed spot, it's supposed to be a swamp. If there *were* woods, neither choppers nor hovercraft could go in there.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by $iljanus »

NickAragua wrote: Wed Jan 06, 2021 3:00 pm
$iljanus wrote: Wed Jan 06, 2021 2:44 pm Karnov Hover coffin 2517 (are those light woods and am I allowed to hide there?)
That's a missed spot, it's supposed to be a swamp. If there *were* woods, neither choppers nor hovercraft could go in there.
Ahh, so my hover coffin can hide there since it’s swampland!
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Stefan Stirzaker »

Sorry for delay. 1414 for me.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by gbasden »

I'll start the Partisan at 0318 and the Galleon at 2914.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by El Guapo »

ALSO - I'm loading up my cockpit with some bright green paint and loading some falcon designs onto my computer in case I need to make a getaway.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by $iljanus »

And if it wasn't implied, I'd like all my units to start hull down...way, way down.

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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

Two mechs enter visual range. One of them is fuzzy on the scanners, but visually looks like a Warhammer - a pair of what are obviously PPCs on each arm, plus a bevy of short-range weapons. It lumbers in from the northeast, stepping up a hill.

The second mech to enter visual range is extremely fast, its speed equivalent to a Spider, although its mass reads as 40 tons. It appears to have five little dudes clinging to it as it fires up its rather impressive jump jets and closes half the distance to the buildings we're defending in a single bound.

Overhead, our aerospace fighters engage a pair of Clan fighters, but both groups are currently above our maximum targeting range.
Spoiler:
Enlarge Image
To-hit mods:
Dragonfly: 4, +1 if LOS passes through hex 2009 and shooter is below level 2
Loki: 1, +1 if LOS passes through hex 2095 and shooter is below level 2
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Leraje »

Would I have LoS to Hellbringer from 1412?
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

Yep, you've got LOS.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Leraje »

In that case, onward to 1412 and light it up with all PPCs. Think I have a better chance to hit it than Viper.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by El Guapo »

Are the green-ish hexes swamp, and the darker brown hexes mud?
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by $iljanus »

I will hold position and wait for the optimum moment to give my life for the company.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

El Guapo wrote: Thu Jan 07, 2021 4:44 pm Are the green-ish hexes swamp, and the darker brown hexes mud?
Correct.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Stefan Stirzaker »

back up to 1416 and pivot NE. PPC at the bouncing jackass.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by El Guapo »

Can I hit 2100 from where I am? I think so?

I'll fire both PPCs and the Gauss at the Dragonfly, while staying still.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Isgrimnur »

Jump to 1818, NE facing, engage the Dragonfly
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NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

Isgrimnur wrote: Fri Jan 08, 2021 12:29 pm Jump to 1818, NE facing, engage the Dragonfly
Guillotine only has 4 JJ, so you can't reach column 18. Unless you meant 1613 (two hexes directly east of the Awesome?)

Sorry the 16s look so much like 18s.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Isgrimnur »

NickAragua wrote: Fri Jan 08, 2021 12:38 pm
Isgrimnur wrote: Fri Jan 08, 2021 12:29 pm Jump to 1818, NE facing, engage the Dragonfly
Guillotine only has 4 JJ, so you can't reach column 18. Unless you meant 1613 (two hexes directly east of the Awesome?)

Sorry the 16s look so much like 18s.
Cpl. Emyflor "Fury" Havamakian
Gunnery/Piloting: 2/2, Gunnery Specialization - Energy
Guillotine GLT-4L (J)
70 tons
Movement: 5/8/5
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NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

Isgrimnur wrote: Fri Jan 08, 2021 12:40 pm
NickAragua wrote: Fri Jan 08, 2021 12:38 pm
Isgrimnur wrote: Fri Jan 08, 2021 12:29 pm Jump to 1818, NE facing, engage the Dragonfly
Guillotine only has 4 JJ, so you can't reach column 18. Unless you meant 1613 (two hexes directly east of the Awesome?)

Sorry the 16s look so much like 18s.
Cpl. Emyflor "Fury" Havamakian
Gunnery/Piloting: 2/2, Gunnery Specialization - Energy
Guillotine GLT-4L (J)
70 tons
Movement: 5/8/5
Looks like a mistake on my part. Guillotine should be a 4/6/4.

edit: lol looks like I copy+pasted from the last scenario we did, where everyone basically got a bonus 1 walk mp from low gravity. Adjusted the stats to what they actually should be.
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by Isgrimnur »

:tjg:
It's almost as if people are the problem.
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NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek X

Post by NickAragua »

Just goes to show how useful proofreading is.
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