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

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

Post by NickAragua »

TheMix wrote: Mon Oct 04, 2021 9:54 am True. Except I'm still fuzzy on who goes when. If we go first, then the Clan mechs may still be where they are. Also, will a Clan mech continue forward and leave a potential enemy behind them? Both my decoys are prone, but not necessarily out. Assuming, of course, that the Clan mechs haven't figured out that they can ignore them. If they do stop to "finish off" the decoys, will they still be able to explode? (i.e. would the signal have already been sent?)
The way it works out is that the clan mechs move, then we move (and also declare self destructs), then the clan mechs get to move once more. So, effectively you'll see one turn's worth of movement after declaring a self destruct.

If a mech is destroyed "for real" (i.e. center torso or head section destroyed) before completing the self-destruct cycle, then it won't be able to blow up.

As far as figuring out what can be ignored, the Crusader decoy has no arms or legs, so even if it had weapons in the torso, it wouldn't be able to use them, so it's being ignored even if it's twitching a little. "TheMix decoy" is also going to be ignored as it has no weapons and is prone while facing the wrong way.
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TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

Okay. So, basically, the whole self-destruct thing was pretty pointless.

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

Post by NickAragua »

It's not the most useful tool in your arsenal, no. Mostly just an "if you get lucky or swarmed by elementals" type of deal.

But you can operate your mech after self-destructing a remote, so it doesn't cost you a movement phase or anything.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

Looks like I won't be able to process the turn tomorrow, either, so anyone who wants to get their turns in can still do so.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

TEAM KURITA
Crusader >> move to 2708; rotate clockwise to nw
CRD-3R DECOY

TEAM OO
THEMIX >> fire @ Gargoyle 1819
THEMIX DECOY

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

Post by NickAragua »

"Hey, you guys ever feel like we're the mooks here?" Moley pipes up, firing up the Thunderbolt's jump jets to clear Siljanus' Mackie as the big mech gets briefly bogged down trying to go down the slippery river slope.

"What do you mean?" Siljanus asks.

"You know, mooks. Disposable henchmen whose only purpose is to demonstrate how badass the main protagonists are." Moley responds, splashing down effortlessly.

"Uh..."

"Well, you know how most of the time we're driving superior mechs while fighting swarms of tanks and hovercraft? Well, they're the mooks. But here, we've got a swarm of disposable decoy mechs and the clanners have much better pilots and tech."

"Think I see your point." Siljanus responds, firing the Mackie's PPCs and gauss rifle, only scoring a hit with a PPC on the target Ryoken. "But jeez, can you just focus?"

Moley grunts as return fire from the northbound Ryoken melts armor off the Thunderbolt's center torso while the rest of the lasers simply hit the water.

The rest of our attacks against the Hellbringer don't go too well. It may be out in the open, but it's going pretty damn fast and at range. Plus, with its ECM running, it makes it harder to target and thus, all shots against it miss, while it cores out Stefan's decoy, which tumbles to the bottom of the hill. The connection to Siljanus' decoy goes out as an LRM salvo blasts the head off. Isgrimnur's decoy is the only one whose shots would have connected, but the Loki's anti-missile system engages and shoots the LRM warheads out of the air.

The Kurita forces report direct engagement with their part of the clan force, scoring a few hits and losing at least two LoaderMechs, which El Guapo acknowledges as his shots fail to connect with the rapidly jumping Thor (the Loki being an even more losing proposition). The surrounding forest heats up rather unpleasantly as a PPC shot from said Thor goes wide of the Marauder but ignites a swath of trees. Between the extra fire and all the extended range PPCs, the Marauder's cockpit is getting pretty hot at this point.

"Come out, surat, let us see how well you do in the open!" comes the taunt over the general frequency. "You too, little Griffin!", as a salvo of LRMs from the Thor wallops Lich's mech. Out of the corner of his eye, he notices a squad of elementals attempting to climb up his decoy. That's not great, if they figure out that the decoy's a decoy... well, it probably won't matter too much since most of the decoys have been taken out already. The Man O' War runs up to the river, setting off vibrabombs to the side along the way, dropping off a squad of battle armor at the river bank, presumably with the intent of having them jump across. The other clanners continue darting back and forth on the other side of the river bank, although it's pretty obvious we're going to be flanked from both north and south.

Current battlefield state:
Spoiler:
Enlarge Image
Raw firing/heat data:
Spoiler:
Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords) must make a piloting skill check (entering Depth 1 Water).
Needs 1 [2 (Base piloting skill) - 1 (entering Depth 1 Water)], rolls 4 : succeeds.

Black Knight BL-6b-KNTC ID:101 (1st Octopus Overlords) must make a piloting skill check while moving in hex 3924 (moving backwards over an elevation change).
Needs 3 [3 (Base piloting skill) + 0 (moving backwards over an elevation change)], rolls 4 : succeeds.


Warhammer WHM-6R ID:25 sets off a vibrabomb in hex 2305.

Nobori-nin (Huntsman) B ID:8 (Clan Smoke Jaguar) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (20+ damage)); needs 5, rolls 10 : succeeds.

Weapon Attack Phase
-------------------

Weapons fire for Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords)
     Large Laser at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 10, rolls 5 : misses


     LRM 10 at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 10, rolls 5 : misses


     Medium Laser at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 12, rolls 6 : misses


     Medium Laser at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 12, rolls 5 : misses


Weapons fire for Griffin GRF-3MO ID:186 (1st Octopus Overlords)
     ER PPC at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 8, rolls 7 : misses


     ER Medium Laser at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 10, rolls 4 : misses


     ER Medium Laser at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 10, rolls 3 : misses


     LRM 15 at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 8, rolls 4 : misses


Weapons fire for Crusader CRD-3LD ID:49 (1st Octopus Overlords)
     LRM 10 at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 10, rolls 2 : misses


     LRM 10 at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 10, rolls 8 : misses


Weapons fire for Marauder MAD-5SO ID:75 (1st Octopus Overlords)
     ER PPC at Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar); needs 9, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

     ER PPC at Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar); needs 9, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

     Gauss Rifle at Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar); needs 9, rolls 5 : misses


Weapons fire for Mackie MSK-8BG ID:78 (1st Octopus Overlords)
     PPC at Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar); needs 8, rolls 8 : - Glancing Blow -hits (using Right Side table) CT
        Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar) takes 5 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 6.
            20 Armor remaining.


     PPC at Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar); needs 8, rolls 5 : misses


     Gauss Rifle at Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar); needs 10, rolls 7 : misses


Weapons fire for Black Knight BL-6b-KNTC ID:101 (1st Octopus Overlords)
     ER Large Laser at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 9, rolls 7 : misses


     ER Large Laser at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 9, rolls 6 : misses


Weapons fire for Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords)
     PPC at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 9, rolls 8 : misses


     PPC at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 9, rolls 6 : misses


Weapons fire for Trebuchet TBT-3C ID:110 (1st Octopus Overlords)
     LRM 15 (Artemis-capable ammo) at Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar); needs 11, rolls 5 : misses


     LRM 15 (Artemis-capable ammo) at Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar); needs 11, rolls 9 : misses


Weapons fire for BattleMaster BLR-1G ID:21 (1st Octopus Overlords)
     PPC at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 11, rolls 5 : misses


Weapons fire for Awesome AWS-8Q ID:22 (1st Octopus Overlords)
     PPC at Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar); needs 12, rolls 4 : misses


     PPC at Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar); needs 12, rolls 6 : misses


Weapons fire for Orion ON1-K ID:23 (1st Octopus Overlords)
     LRM 15 at Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar); needs 11, rolls 6 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

     AC/10 at Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar); needs 11, rolls 11 : - Glancing Blow -hits LT
        Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar) takes 5 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 7.
        Searchlight destroyed!
            The passenger, Elemental Battle Armor [Laser] ID:17 (Clan Smoke Jaguar), gets in the way.
                Elemental Battle Armor [Laser] ID:17 (Clan Smoke Jaguar) takes 5 damage to Trooper 2.
                    5 Armor remaining.
            17 Armor remaining.


Weapons fire for Warhammer WHM-6R ID:25 (1st Octopus Overlords)
     PPC at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 9, rolls 8 : misses


     PPC at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 9, rolls 8 : misses


Weapons fire for Archer ARC-2R ID:26 (1st Octopus Overlords)
     LRM 20 at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 12, rolls 8 : misses


     LRM 20 at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 12, rolls 8 : misses


Weapons fire for Thunderbolt TDR-5S ID:27 (1st Octopus Overlords)
     LRM 15 at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 11, rolls 4 : misses


Weapons fire for Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords)
     Large Laser at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 11, rolls 11 : - Glancing Blow -hits (using Rear table) LA
        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 4 damage to LA.
            20 Armor remaining.


Weapons fire for LoaderMech ML-FLU ID:36 (1st Octopus Overlords)
     Medium Laser at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 11, rolls 8 : misses


     Medium Laser at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 11, rolls 6 : misses


Weapons fire for LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords)
     SRM 6 at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 12, rolls 7 : misses


Weapons fire for LoaderMech SRM6-FLU ID:42 (1st Octopus Overlords)
     SRM 6 at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 11, rolls 7 : misses


Weapons fire for LoaderMech LL-FLU ID:43 (1st Octopus Overlords)
     Large Laser at Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar); needs 8, rolls 12 : - Direct Blow - hits CT
        Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar) takes 9 damage to CT.
            16 Armor remaining.


Weapons fire for LoaderMech LRM5-FLU ID:194 (1st Octopus Overlords)
     LRM 5 at Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar); needs 8, rolls 8 : - Glancing Blow -AMS engaged! .
Attack deals zero damage.


Weapons fire for Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar)
     ER PPC at LoaderMech PPC-FLU ID:35 (1st Octopus Overlords); needs 5, rolls 8 : - Direct Blow - hits RL
        LoaderMech PPC-FLU ID:35 (1st Octopus Overlords) takes 16 damage to RL.
            Armor destroyed.
             SECTION DESTROYED.
        8 damage transfers to RT.
            Critical hit on RL. Roll is (8+1) = 9; 1 location.
            CRITICAL HIT on Upper Leg.
        LoaderMech PPC-FLU ID:35 (1st Octopus Overlords) takes 8 damage to RT.
        Needs 7+ to destroy Searchlight, rolls 9.
        Searchlight destroyed!
            Armor destroyed.
             1 Internal Structure remaining.
            Critical hit on RT. Roll is (9+1) = 10; 2 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on Heat Sink.


     ER PPC at LoaderMech PPC-FLU ID:35 (1st Octopus Overlords); needs 5, rolls 6 : hits RA
        LoaderMech PPC-FLU ID:35 (1st Octopus Overlords) takes 15 damage to RA.
            Armor destroyed.
             SECTION DESTROYED.
        8 damage transfers to RT.
            Critical hit on RA. Roll is 10; 2 locations.
            CRITICAL HIT on Lower Arm.
            CRITICAL HIT on Upper Arm.
        LoaderMech PPC-FLU ID:35 (1st Octopus Overlords) takes 8 damage to RT.
             SECTION DESTROYED.
        7 damage transfers to CT.
            Critical hit on RT. Roll is 7; no effect.
        LoaderMech PPC-FLU ID:35 (1st Octopus Overlords) takes 7 damage to CT.
            Armor destroyed.
             5 Internal Structure remaining.
            Critical hit on CT. Roll is 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.


     Medium Pulse Laser at LoaderMech PPC-FLU ID:35 (1st Octopus Overlords); needs 4, rolls 7 : - Direct Blow - hits RT
        LoaderMech PPC-FLU ID:35 (1st Octopus Overlords) takes 8 damage to RT.
        8 damage transfers to CT.
        LoaderMech PPC-FLU ID:35 (1st Octopus Overlords) takes 8 damage to CT.
             SECTION DESTROYED.
*** LoaderMech PPC-FLU ID:35 (1st Octopus Overlords) DESTROYED by damage! ***
            Critical hit on CT. Roll is (6+1) = 7; no effect.


     Streak SRM 6 at LoaderMech PPC-FLU ID:35 (1st Octopus Overlords); needs 6, rolls 9 : - Direct Blow - 6 missile(s) hit.

        LoaderMech PPC-FLU ID:35 (1st Octopus Overlords) takes 2 damage to LA.
        2 damage transfers to LT.
        LoaderMech PPC-FLU ID:35 (1st Octopus Overlords) takes 2 damage to LT.
            2 Armor remaining.

        LoaderMech PPC-FLU ID:35 (1st Octopus Overlords) takes 2 damage to CT.

        LoaderMech PPC-FLU ID:35 (1st Octopus Overlords) takes 2 damage to RA.
        2 damage transfers to RT.
        LoaderMech PPC-FLU ID:35 (1st Octopus Overlords) takes 2 damage to RT.
        2 damage transfers to CT.
        LoaderMech PPC-FLU ID:35 (1st Octopus Overlords) takes 2 damage to CT.

        LoaderMech PPC-FLU ID:35 (1st Octopus Overlords) takes 2 damage to RA.
        2 damage transfers to RT.
        LoaderMech PPC-FLU ID:35 (1st Octopus Overlords) takes 2 damage to RT.
        2 damage transfers to CT.
        LoaderMech PPC-FLU ID:35 (1st Octopus Overlords) takes 2 damage to CT.

        LoaderMech PPC-FLU ID:35 (1st Octopus Overlords) takes 2 damage to LL.
            2 Armor remaining.

        LoaderMech PPC-FLU ID:35 (1st Octopus Overlords) takes 2 damage to RL.
        2 damage transfers to RT.
        LoaderMech PPC-FLU ID:35 (1st Octopus Overlords) takes 2 damage to RT.
        2 damage transfers to CT.
        LoaderMech PPC-FLU ID:35 (1st Octopus Overlords) takes 2 damage to CT.


Weapons fire for Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar)
     ER Large Laser at LoaderMech SRM6-FLU ID:37 (1st Octopus Overlords); needs 6, rolls 7 : hits RT
        LoaderMech SRM6-FLU ID:37 (1st Octopus Overlords) takes 10 damage to RT.
        Needs 7+ to destroy Searchlight, rolls 10.
        Searchlight destroyed!
            Armor destroyed.
             SECTION DESTROYED.
LIMB BLOWN OFF Right Arm blown off.
        1 damage transfers to CT.
            Critical hit on RT. Roll is 5; no effect.
        LoaderMech SRM6-FLU ID:37 (1st Octopus Overlords) takes 1 damage to CT.
            5 Armor remaining.


     ER Large Laser at LoaderMech SRM6-FLU ID:37 (1st Octopus Overlords); needs 6, rolls 5 : misses


     ER Medium Laser at LoaderMech SRM6-FLU ID:37 (1st Octopus Overlords); needs 7, rolls 7 : - Glancing Blow -hits LL
        LoaderMech SRM6-FLU ID:37 (1st Octopus Overlords) takes 3 damage to LL.
            1 Armor remaining.


     ER Medium Laser at LoaderMech SRM6-FLU ID:37 (1st Octopus Overlords); needs 7, rolls 6 : misses


Weapons fire for Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar)
     Large Pulse Laser at LoaderMech SRM6-FLU ID:42 (1st Octopus Overlords); needs 5, rolls 5 : - Glancing Blow -hits (using Partial cover (horizontal 50%) table) CT
        LoaderMech SRM6-FLU ID:42 (1st Octopus Overlords) takes 5 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 4.
            1 Armor remaining.


     Large Pulse Laser at LoaderMech SRM6-FLU ID:42 (1st Octopus Overlords); needs 5, rolls 7 : hits (using Partial cover (horizontal 50%) table) RL
        LoaderMech SRM6-FLU ID:42 suffers no damage. (RL behind cover)


     Medium Pulse Laser at LoaderMech SRM6-FLU ID:42 (1st Octopus Overlords); needs 8, rolls 4 : misses


Weapons fire for Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar)
     ER PPC at LoaderMech LRM5-FLU ID:195 (1st Octopus Overlords); needs 8, rolls 11 : - Direct Blow - hits RT
        LoaderMech LRM5-FLU ID:195 (1st Octopus Overlords) takes 16 damage to RT.
        Needs 7+ to destroy Searchlight, rolls 9.
        Searchlight destroyed!
             SECTION DESTROYED.
LIMB BLOWN OFF Right Arm blown off.
        14 damage transfers to CT.
            Critical hit on RT. Roll is (6+1) = 7; no effect.
        LoaderMech LRM5-FLU ID:195 (1st Octopus Overlords) takes 14 damage to CT.
            Armor destroyed.
             SECTION DESTROYED.
*** LoaderMech LRM5-FLU ID:195 (1st Octopus Overlords) DESTROYED by damage! ***
            Critical hit on CT. Roll is (5+1) = 6; no effect.


     ER Medium Laser at LoaderMech LRM5-FLU ID:195 (1st Octopus Overlords); needs 8, rolls 6 : misses

        Checking for accidental fire; needs 3 or below, rolls 4 : no fire..

     ER Medium Laser at LoaderMech LRM5-FLU ID:195 (1st Octopus Overlords); needs 8, rolls 4 : misses

        Checking for accidental fire; needs 3 or below, rolls 10 : no fire..

     Streak SRM 6 at LoaderMech LRM5-FLU ID:195 (1st Octopus Overlords); needs 11, rolls 7 : fails to achieve lock.

Weapons fire for Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar)
     Large Pulse Laser at LoaderMech LL-FLU ID:188 (1st Octopus Overlords); needs 6, rolls 9 : - Direct Blow - hits CT
        LoaderMech LL-FLU ID:188 (1st Octopus Overlords) takes 11 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 3.
            Armor destroyed.
             1 Internal Structure remaining.
            Critical hit on CT. Roll is (4+1) = 5; no effect.


     Gauss Rifle at LoaderMech LL-FLU ID:188 (1st Octopus Overlords); needs 7, rolls 7 : - Glancing Blow -hits LA
        LoaderMech LL-FLU ID:188 (1st Octopus Overlords) takes 7 damage to LA.
            Armor destroyed.
             SECTION DESTROYED.
            Critical hit on LA. Roll is (12-2) = 10; 2 locations.
            CRITICAL HIT on Upper Arm.
            CRITICAL HIT on Shoulder.


     LRM 10 ((Clan) Artemis-capable ammo) at LoaderMech LL-FLU ID:188 (1st Octopus Overlords); needs 7, rolls 9 : (ECM prevents bonus) 10 missile(s) hit.

        LoaderMech LL-FLU ID:188 (1st Octopus Overlords) takes 5 damage to HD.
            Armor destroyed.
             SECTION DESTROYED.
*** LoaderMech LL-FLU ID:188 (1st Octopus Overlords) DESTROYED by damage! ***
         >LoaderMech LL-FLU ID:188 (1st Octopus Overlords) suffers catastrophic damage, but the autoeject system was engaged.
    
LoaderMech LL-FLU ID:188 (1st Octopus Overlords) must make a piloting skill check (landing in light woods).
    Needs 10 [4 (ejecting) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) + 2 (landing in light woods)], rolls 9 : fails.


        Pilot of LoaderMech LL-FLU ID:188 (1st Octopus Overlords) "Betty Sun" takes 6 damage, killing the pilot (6 total hits).
            Critical hit on HD. Roll is 7; no effect.

         Pilot of LoaderMech LL-FLU ID:188 (1st Octopus Overlords) "Betty Sun" is already dead, so no damage is dealt!

        LoaderMech LL-FLU ID:188 (1st Octopus Overlords) takes 5 damage to LL.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on LL. Roll is 7; no effect.


     SRM 4 ((Clan) Artemis-capable ammo) at LoaderMech LL-FLU ID:188 (1st Octopus Overlords); needs 11, rolls 8 : misses


     Small Pulse Laser at LoaderMech SRM6-FLU ID:190 (1st Octopus Overlords); needs 6, rolls 7 : hits (using Partial cover (horizontal 50%) table) LL
        LoaderMech SRM6-FLU ID:190 suffers no damage. (LL behind cover)


Weapons fire for Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar)
     Large Pulse Laser at Warhammer WHM-6R ID:25 (1st Octopus Overlords); needs 6, rolls 5 : misses


     Large Pulse Laser at Warhammer WHM-6R ID:25 (1st Octopus Overlords); needs 6, rolls 9 : - Direct Blow - hits RA
        Warhammer WHM-6R ID:25 (1st Octopus Overlords) takes 11 damage to RA.
            9 Armor remaining.


     LRM 20 at Warhammer WHM-6R ID:25 (1st Octopus Overlords); needs 8, rolls 8 : - Glancing Blow -12 missile(s) hit (w/ -4 malus).

        Warhammer WHM-6R ID:25 (1st Octopus Overlords) takes 5 damage to RT.
        Needs 7+ to destroy Searchlight, rolls 6.
            12 Armor remaining.

        Warhammer WHM-6R ID:25 (1st Octopus Overlords) takes 5 damage to LL.
            10 Armor remaining.

        Warhammer WHM-6R ID:25 (1st Octopus Overlords) takes 2 damage to RT.
        Needs 7+ to destroy Searchlight, rolls 2.
            10 Armor remaining.


Weapons fire for Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar)
     ER Large Laser at LoaderMech LL-FLU ID:43 (1st Octopus Overlords); needs 8, rolls 9 : hits LT
        LoaderMech LL-FLU ID:43 (1st Octopus Overlords) takes 10 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 6.
            Armor destroyed.
             SECTION DESTROYED.
LIMB BLOWN OFF Left Arm blown off.
        1 damage transfers to CT.
            Critical hit on LT. Roll is 5; no effect.
        LoaderMech LL-FLU ID:43 (1st Octopus Overlords) takes 1 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 11.
        Searchlight destroyed!
            5 Armor remaining.


     ER Large Laser at LoaderMech LL-FLU ID:43 (1st Octopus Overlords); needs 8, rolls 8 : - Glancing Blow -hits RA
        LoaderMech LL-FLU ID:43 (1st Octopus Overlords) takes 5 damage to RA.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on RA. Roll is (10-2) = 8; 1 location.
            CRITICAL HIT on Shoulder.


     ER Medium Laser at LoaderMech LL-FLU ID:43 (1st Octopus Overlords); needs 8, rolls 2 : misses

        Checking for accidental fire; needs 3 or below, rolls 7 : no fire..

     ER Medium Laser at LoaderMech LL-FLU ID:43 (1st Octopus Overlords); needs 8, rolls 4 : misses

        Checking for accidental fire; needs 3 or below, rolls 7 : no fire..

     ER Medium Laser at LoaderMech LL-FLU ID:43 (1st Octopus Overlords); needs 8, rolls 11 : - Direct Blow - hits HD (critical)
        LoaderMech LL-FLU ID:43 (1st Octopus Overlords) takes 8 damage to HD (critical).
            Armor destroyed.
             SECTION DESTROYED.
*** LoaderMech LL-FLU ID:43 (1st Octopus Overlords) DESTROYED by damage! ***
         >LoaderMech LL-FLU ID:43 (1st Octopus Overlords) suffers catastrophic damage, but the autoeject system was engaged.
    
LoaderMech LL-FLU ID:43 (1st Octopus Overlords) must make a piloting skill check (landing in clear terrain).
    Needs 9 [7 (ejecting) + 1 (automatic ejection) + 3 (Head Internal Structure Damage) - 2 (landing in clear terrain)], rolls 11 : succeeds.
            The pilot ejects safely!

        Pilot of Pilot Shelly Zimin ID:199 (1st Octopus Overlords) "Shelly Zimin" takes 5 damage (5 total hits).
            Critical hit on HD. Roll is (8+1) = 9; 1 location.
            CRITICAL HIT on Sensors.
            Critical hit on HD. Roll is (7+1) = 8; 1 location.
            CRITICAL HIT on Life Support.

         Pilot of LoaderMech LL-FLU ID:43 (1st Octopus Overlords) "Shelly Zimin" has ejected, so no damage is dealt!


Weapons fire for Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar)
     Large Pulse Laser at LoaderMech ML-FLU ID:36 (1st Octopus Overlords); needs 6, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.
        Needs 9 [7 (Large Pulse Laser) + 2 (accidental)] to ignite, rolls 9
        Fire started in hex 2108.

     Medium Pulse Laser at LoaderMech ML-FLU ID:36 (1st Octopus Overlords); needs 8, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

     Medium Pulse Laser at LoaderMech ML-FLU ID:36 (1st Octopus Overlords); needs 8, rolls 8 : - Glancing Blow -hits LA
        LoaderMech ML-FLU ID:36 (1st Octopus Overlords) takes 3 damage to LA.
            1 Armor remaining.


     LB 10-X AC at LoaderMech ML-FLU ID:36 (1st Octopus Overlords); needs 8, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.

Weapons fire for Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar)
     ER Large Laser at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 9, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 10 : no fire..

     ER Large Laser at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 9, rolls 6 : misses

        Checking for accidental fire; needs 3 or below, rolls 3 : possible fire.
        Needs 9 [7 (ER Large Laser) + 2 (accidental)] to ignite, rolls 6

     ER Large Laser at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 9, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

     Ultra AC/5 at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 9, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 7 : no fire..

     Ultra AC/5 at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 9, rolls 10 :
        Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords) takes 5 damage to LA.
            5 Armor remaining.


     LRM 10 at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 9, rolls 3 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

     Medium Pulse Laser at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 9, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

Weapons fire for Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar)
     ER PPC at Awesome AWS-8Q ID:22 (1st Octopus Overlords); needs 9, rolls 12 : - Direct Blow - hits RL
        Awesome AWS-8Q ID:22 (1st Octopus Overlords) takes 16 damage to RL.
            17 Armor remaining.


     ER Medium Laser at Awesome AWS-8Q ID:22 (1st Octopus Overlords); needs 11, rolls 7 : misses


     ER Medium Laser at Awesome AWS-8Q ID:22 (1st Octopus Overlords); needs 11, rolls 9 : misses


Weapons fire for Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar)
     LB 5-X AC at LoaderMech ML-FLU ID:192 (1st Octopus Overlords); needs 6, rolls 10 : - Direct Blow - hits CT
        LoaderMech ML-FLU ID:192 (1st Octopus Overlords) takes 6 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 5.
            0 Armor remaining.


     LB 5-X AC at LoaderMech ML-FLU ID:192 (1st Octopus Overlords); needs 6, rolls 7 : hits LL
        LoaderMech ML-FLU ID:192 (1st Octopus Overlords) takes 5 damage to LL.
            Armor destroyed.
             3 Internal Structure remaining.
            Critical hit on LL. Roll is 11; 2 locations.
            CRITICAL HIT on Upper Leg.
            CRITICAL HIT on Heat Sink.


     SRM 6 at LoaderMech ML-FLU ID:192 (1st Octopus Overlords); needs 10, rolls 5 : misses


     SRM 6 at LoaderMech ML-FLU ID:192 (1st Octopus Overlords); needs 10, rolls 6 : misses


Weapons fire for Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar)
     ER Large Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 7, rolls 8 : hits (using Partial cover (horizontal 50%) table) CT
        Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords) takes 10 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 4.
            20 Armor remaining.


     ER Large Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 7, rolls 9 : hits (using Partial cover (horizontal 50%) table) RL
        Thunderbolt TDR-5SE ID:73 suffers no damage. (RL behind cover)


     ER Medium Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 9, rolls 7 : misses


     ER Medium Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 9, rolls 6 : misses


     ER Medium Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 9, rolls 8 : misses


Weapons fire for Nobori-nin (Huntsman) B ID:8 (Clan Smoke Jaguar)
     ER PPC at Mackie MSK-8BG ID:78 (1st Octopus Overlords); needs 8, rolls 3 : misses


     LB 10-X AC at Mackie MSK-8BG ID:78 (1st Octopus Overlords); needs 8, rolls 3 : misses


Weapons fire for Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar)
     LB 10-X AC at Griffin GRF-3MO ID:186 (1st Octopus Overlords); needs 9, rolls 7 : misses


     LRM 15 at Griffin GRF-3MO ID:186 (1st Octopus Overlords); needs 9, rolls 9 : - Glancing Blow -9 missile(s) hit (w/ -4 malus).

        Griffin GRF-3MO ID:186 (1st Octopus Overlords) takes 5 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 7.
        Searchlight destroyed!
            22 Armor remaining.

        Griffin GRF-3MO ID:186 (1st Octopus Overlords) takes 4 damage to LL.
            20 Armor remaining.


    ER PPC at Hex: 2921 (Ignite) needs 6, rolls 9 : hits!
        Needs 7 [7 (ER PPC)] to ignite, rolls 7
        Fire started in hex 2921.




Warhammer WHM-6R ID:25 (1st Octopus Overlords) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (20+ damage)); needs 5, rolls 7 : succeeds.

LoaderMech ML-FLU ID:192 (1st Octopus Overlords) must make 1 piloting skill roll(s) (leg/foot actuator hit).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (leg/foot actuator hit)); needs 5, rolls 7 : succeeds.

Heat Phase
-------------------
Crusader CRD-3LD ID:49 (1st Octopus Overlords) gains 8 heat, sinks 8 heat and is now at 0 heat.
Thug THG-11EO ID:69 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords) gains 21 heat, sinks 21 heat and is now at 0 heat.
Marauder MAD-5SO ID:75 (1st Octopus Overlords) gains 32 heat, sinks 30 heat and is now at 5 heat.
Mackie MSK-8BG ID:78 (1st Octopus Overlords) gains 23 heat, sinks 21 heat and is now at 2 heat.
Black Knight BL-6b-KNTC ID:101 (1st Octopus Overlords) gains 25 heat, sinks 31 heat and is now at 0 heat.
Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords) gains 20 heat, sinks 19 heat and is now at 1 heat.
Trebuchet TBT-3C ID:110 (1st Octopus Overlords) gains 12 heat, sinks 12 heat and is now at 0 heat.
Griffin GRF-3MO ID:186 (1st Octopus Overlords) gains 31 heat, sinks 28 heat and is now at 3 heat.
BattleMaster BLR-1G ID:21 (1st Octopus Overlords) gains 12 heat, sinks 12 heat and is now at 0 heat.
Awesome AWS-8Q ID:22 (1st Octopus Overlords) gains 22 heat, sinks 22 heat and is now at 0 heat.
Orion ON1-K ID:23 (1st Octopus Overlords) gains 9 heat, sinks 9 heat and is now at 0 heat.
Marauder MAD-3R ID:24 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Warhammer WHM-6R ID:25 (1st Octopus Overlords) gains 21 heat, sinks 18 heat and is now at 3 heat.
Archer ARC-2R ID:26 (1st Octopus Overlords) gains 12 heat, sinks 10 heat and is now at 2 heat.
Thunderbolt TDR-5S ID:27 (1st Octopus Overlords) gains 7 heat, sinks 7 heat and is now at 0 heat.
Crusader CRD-3R ID:28 (1st Octopus Overlords) gains 2 heat, sinks 2 heat and is now at 0 heat.
Wolverine WVR-6R ID:29 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords) gains 14 heat, sinks 10 heat and is now at 4 heat.
Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar) gains 48 heat, sinks 44 heat and is now at 4 heat.
Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) gains 27 heat, sinks 24 heat and is now at 5 heat.
Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) gains 36 heat, sinks 34 heat and is now at 4 heat.
Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar) gains 27 heat, sinks 26 heat and is now at 3 heat.
Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar) gains 41 heat, sinks 41 heat and is now at 0 heat.
Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar) gains 12 heat, sinks 12 heat and is now at 0 heat.
Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar) gains 27 heat, sinks 27 heat and is now at 0 heat.
Nobori-nin (Huntsman) B ID:8 (Clan Smoke Jaguar) gains 19 heat, sinks 20 heat and is now at 2 heat.
Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar) gains 28 heat, sinks 26 heat and is now at 3 heat.
Subtracting 4 heat due to combat computer...
Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar) gains 1 heat, sinks 8 heat and is now at 0 heat.
Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) gains 22 heat, sinks 22 heat and is now at 0 heat.
Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) gains 40 heat, sinks 40 heat and is now at 4 heat.
Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) gains 25 heat, sinks 24 heat and is now at 3 heat.
Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar) gains 41 heat, sinks 41 heat and is now at 0 heat.
Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar) gains 22 heat, sinks 20 heat and is now at 4 heat.

Fire at 2108 was started this round.
Light smoke fills 2207.
Light smoke fills 2208.
Light smoke fills 2107.
Fire at 2921 was started this round.
Light smoke fills 3020.
Light smoke fills 3021.
Light smoke fills 2920.
Target modifiers (does not include intervening terrain):
Mad Cat 2731: +2 (+3 if attack passes through 2730)
Black Hawk 2130: forget it (+5)
Elemental 2231: +2 (jumping, elementals)
Loki 2134, Ryoken 1730, Nobori-Nin 2026, Man O' War: +2
Elementals 2319: +0
Thor: +3
Mad Cat 2013, Loki 1713, Vulture 1212, Vulture 1205: +2
Daishi 1305: +0
Ryoken 2301, Ryoken 1706: +2
Mad Cat 2003: +3


Mech status update:
ON1-K decoy destroyed
WHM-6R decoy crippled, disconnected
Stefan decoy destroyed
Siljanus decoy destroyed
Wolf Trap decoy destroyed
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TotallyNotEvil »

Image

3, 4, 4 and 7.

We are rolling 2d6s, right? Why are all our rolls so bad?!

My griffin is unfortunately too exposed for me to be confortable leaving it parked, can't waste time having my decoy blow up.

Nick, El Guapo can give the Archer a clean line of fire to the Thor and Man-O-War, yes?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

Question, why did I only fire the LRM/10? The target was within 9. Shouldn't I have also fired the MLs and the streak SRMs? Is there some kind of computation that happens elsewhere that determines there is no chance to hit, so no point in trying?

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

Post by TheMix »

TotallyNotEvil wrote: Tue Oct 05, 2021 3:14 pm My griffin is unfortunately too exposed for me to be confortable leaving it parked, can't waste time having my decoy blow up.
I believe that anyone with a free "command" slot can give that order.

Edit: My Kurita Crusader can probably give the command. It doesn't look like there are any opponents in range for it.

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

Post by TheMix »

I need some advice. It looks like I could move my Crusader up to 2421 or 2522, which would put me to within 3 of the Thor and/or Man-o-War; but would that leave my back too exposed to the south? There is a hill. But having never played, it's tough to know what is a stupid move and what isn't.

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

Post by NickAragua »

TotallyNotEvil wrote: Tue Oct 05, 2021 3:14 pm My griffin is unfortunately too exposed for me to be confortable leaving it parked, can't waste time having my decoy blow up.

Nick, El Guapo can give the Archer a clean line of fire to the Thor and Man-O-War, yes?
You can actually self-destruct the decoy without wasting your turn - you just say "self destruct", and then pilot your regular mech and it'll try its best to blow up. And yes, although it's a moot point as the Archer (Kurita one in 3113) has line of sight on both of those anyway (being up on higher ground lets it ignore the woods at level 0).
TheMix wrote: Tue Oct 05, 2021 3:15 pm Question, why did I only fire the LRM/10? The target was within 9. Shouldn't I have also fired the MLs and the streak SRMs? Is there some kind of computation that happens elsewhere that determines there is no chance to hit, so no point in trying?
Right, if your "target number" is worse than 12, I forego firing to let you conserve heat. Unfortunately with 8 players I don't quite have enough time to give everyone a heads up on that. But, to give you an idea of what firing at that Gargoyle was like when it was in 1819:

3 gunnery
+2 intervening and target hex light woods
+2 medium range for LRMs / +4 long range for medium lasers and SRMs
+2 target movement modifier

So you're looking at 3 + 2 + 2 + 2 (9) or 3 + 2 + 4 + 2 (11).

... that and I completely whiffed on which target I had you shooting at (Loki vs your actual declared target of Gargoyle). Unfortunately, I can't go back and re-do the attack correctly, but so far you guys have two "whiffs" from me. I'll let you pick how to apply them (El Guapo gets one too because I messed up his movement with the Awesome vs Awesome decoy earlier)

For this turn, you designate a Clan mech. The mechwarrior gets butterfingers and four (randomly selected, non-MG) of the mech's weapons become unusable for a turn.

El Guapo, since I screwed up your movement with the Awesome earlier, you get to pick a clan mech. Next turn, it will only be able to move at walk MP.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

TheMix wrote: Tue Oct 05, 2021 3:23 pm I need some advice. It looks like I could move my Crusader up to 2421 or 2522, which would put me to within 3 of the Thor and/or Man-o-War; but would that leave my back too exposed to the south? There is a hill. But having never played, it's tough to know what is a stupid move and what isn't.
The Mad Cat can take a shot at your back. He'd be in medium range with a large pulse laser, gauss rifle and LRM (the first two will punch right through your rear armor, the LRM will hurt), so with your movement mod (if you walk) and him running, you're looking at +5 to hit your rear arc. +6 if you jump (but then you take a +3 on your attacks). Not the best shot, he'll probably target something else unless one of his buddies already called all the juicy targets.

(I'm using a "not the strictest" version of the clan rules of engagement, which allows a mechwarrior to switch targets if the target leaves LOS or is at a really crappy shot, but they'll avoid doubling up on targets as much as possible).
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TheMix »

Jump? Wha? I have jump jets?

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

Post by TheMix »

Well... @#%^.

This is what happens when there is no strategy.

I wasn't even looking at the Mad Cat. So either he gets to shoot me in the back, or the two closer ones do.

Looks like WestorEast or Leraje may be able to at least make it out. :(

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

Post by TheMix »

Since this is ridiculous and no one seems to want to discuss any kind of strategy...

TEAM KURITA
Crusader >> move to 2707; attack anything in range
CRD-3R DECOY >> detonate

TEAM OO
THEMIX >> move to 2520; attack Thor 2519
THEMIX DECOY >> detonate


And if I understood correctly, impair the firing of Man O'War 2319.

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

Post by TotallyNotEvil »

Hey, I'm trying to coordinate efforts!

Unfortunately, we can't hit shit.

At this point, we got pincered good, we should try and pull back. There's a Thor and a Man-o-War up north. Both are tough customers, but the Man-o-War Prime is not actually a big deal. A lot of SRMs up close, but we can safely duel it long range.

Thor is in the open, and while it has moved a bit, it's not an impossible hit for close and medium range guns, we are pretty good gunners overall.

Steffan might want to turn south and fire at the Mad Cat, he can get a perfect line of sight on it and it has a low movement mod.

Hopefully, third time is the charm.

> LICH DECOY: Blow up.
> LICH: Jump enough to get +3 evasion, stay within 9 of the 2519 Thor with clear sightlines, fire ERPPC and LRMs.
> ARC-2R: All LRMs on the Thor.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by Leraje »

BL-KNT >> 3925 or 3926, fire ErPPC ad ErLL x2 @ Timberwolf 2731 (whichever position gives better firing solution, 3925 preferred for cover)
ON1-K >> 2904, fire @ Stormcrow 2301


Also, promise a sacrifice of a few Astechs to RNGesus in order to shoot better :twisted:
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by WestorEast »

My H-H doesn't seem to have moved, though it's kind of late to do anything about that now.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

WestorEast wrote: Tue Oct 05, 2021 7:22 pm My H-H doesn't seem to have moved, though it's kind of late to do anything about that now.
Sorry about that - you actually had a better shot if you stayed still though ( moving gives you a penalty). Turned out to be a moot point. If you had a different plan, you can take a “bonus” identical to El Guapo (pick a clan mech, limit it to walking speed it’s next move)
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by $iljanus »

Mackie moves to 2726 faces and fires at Nobori-nin in hex 2026

Warhammer-K moves from 2306 to 2208 turns and fires at Mad Cat in hex 2003

Bad enough to be the “mooks” but to not even shoot straight is just too much. :(
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

$iljanus wrote: Tue Oct 05, 2021 10:19 pm Mackie moves to 2726 faces and fires at Nobori-nin in hex 2026
FYI, you only have 5 MP (running), so you'll be one short. (either turn right, back up, turn right, back up for 4, which you can't do because you can only "walk" backwards or turn left x2, forward, turn right, forward for 6)
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by Isgrimnur »

Detonate my decoy

Jump to 2926, north facing.


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

Post by $iljanus »

NickAragua wrote: Tue Oct 05, 2021 10:26 pm
$iljanus wrote: Tue Oct 05, 2021 10:19 pm Mackie moves to 2726 faces and fires at Nobori-nin in hex 2026
FYI, you only have 5 MP (running), so you'll be one short. (either turn right, back up, turn right, back up for 4, which you can't do because you can only "walk" backwards or turn left x2, forward, turn right, forward for 6)
Thanks for the heads up. I tend to forget my MP limits. Let’s make it easy then.

Mackie stays put turns and fires at Nobori in hex 2026
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by moleymoleymoley »

Ok well to be honest I think we should have moved south and ganged up on the mad cat but everyone's squaring up for 1v1s for some reason so I think the most helpful thing I can do is try and get in behind them, maybe get one or two to turn around, so

Jump to 2025 facing the the nobori nin and fire everything at it except the long-range missiles and whatever is in my arms because I want to try and punch his damaged legs

Trigger the self destruct on lich and mix's decoy, The whammer and phoenix hawk too unless I can't or someone disagrees?


Please don't leave me hanging guys, Leraje and west or east you need to join the fight, I'd recommend the mad cat to try and blunt the flank.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by $iljanus »

moleymoleymoley wrote: Wed Oct 06, 2021 2:46 am Ok well to be honest I think we should have moved south and ganged up on the mad cat but everyone's squaring up for 1v1s for some reason so I think the most helpful thing I can do is try and get in behind them, maybe get one or two to turn around, so

Jump to 2025 facing the the nobori nin and fire everything at it except the long-range missiles and whatever is in my arms because I want to try and punch his damaged legs

Trigger the self destruct on lich and mix's decoy, The whammer and phoenix hawk too unless I can't or someone disagrees?


Please don't leave me hanging guys, Leraje and west or east you need to join the fight, I'd recommend the mad cat to try and blunt the flank.
I think hooking south to turn their flank would be an option as you mentioned. I figured the clan units at the bottom of the map would continue east and after punching through that nobori we could advance through that gap between the two hills and roll them up (yeah rather optimistic but hey why not?). By the same token we could have perhaps engaged the two mechs to the north of the OOers while a mech or two keeps the Clanners interested in the south of the map then hooked downward along the river to engage the forces in the south but the minefield kinda limits our ability to maneuver forcing us to slog through the river.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

Isgrimnur wrote: Tue Oct 05, 2021 10:51 pm Jump to 2926, north facing.[/b]
FYI, you're a 4/6/4, so you're 1 short of 2926. You can run there, but you can only face south.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by Isgrimnur »

2925 will work.
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TotallyNotEvil »

I think breaking the flank from the north is easier than doing so from the south.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by $iljanus »

TotallyNotEvil wrote: Wed Oct 06, 2021 11:32 am I think breaking the flank from the north is easier than doing so from the south.
We could eliminate (well put in a spirited fight anyway) those two mechs in the north while those mechs in the south advance then pivot south staying behind the hills and hit them in the rear...if there's anyone left. Are the Kurita forces really unavailable or can one or two swing down so we have a pincer of our own?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

The ones you guys control directly can certainly help you out, especially if they have nothing else to do. They might have an attitude about it, though.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by $iljanus »

Just spitballing here but we have three zones of conflict which I outlined on the map. If we can rely on at least some Kurita mechs to the north I propose a pincher move against the two mechs in the center zone to clear them out. The other Kurita mechs in the far north seem to be pinning down Clan forces in the northern zone or need to aggressively engage them to pin them down. The mechs I've circled in the south zone can make a fighting withdrawal to defense line yellow and hold there. We can hold the two passes against any mechs that come through and any survivors from the center zone conflict can join us. Or if we've taken a lot of damage conduct a fighting withdrawal to secondary defense line blue to tighten up our front and anchor ourselves closer to the Kurita mechs. Also we can fall back through hex 3517 and reposition behind the hills if needed.

I'm open to other suggestions but just wanted to have some fun with 3D paint! :D

Initial pincer movement vs those two pesky mechs in the center zone. Slow withdrawal of the circled mechs taking opportunity shots if possible to defense line yellow. Decoys doing some decoying. I assume that if they say “jammed” next to them we can’t even send a self destruct order? Decoys suck.

Enlarge Image

Tightening our front and path for withdrawal and regrouping if necessary:

Enlarge Image
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

"Why don't you see how all of us do, jackass?" TheMix taunts the mechwarrior in the Thor as El Guapo slowly wriggles the Marauder out of the burning forest. Our 65-ton Crusader charges forward, opening up on the Thor with lasers and a leg-mounted streak SRM launcher, saving the other leg for a physical attack. Twenty LRMs fly off to the north, targeting the distant Daishi there. One of the Crusader's lasers grazes the Thor's right leg, while the LRMs impact. The streak SRMs beep negatively to indicate a failure to lock on, then don't fire at all. As designed, although still disappointing. TheMix clangs the Crusader's leg against the Thor's, both mechs losing armor, though the Thor's left leg is looking a little beat up.

El Guapo turns left as well, holding one of the extended-range PPCs to let the Marauder cool off while the pulse lasers, the other PPC and the gauss rifle continue firing. Concentrating, the mechwarrior drills the Thor in the right torso section with a PPC blast, punching through the armor and sending the heat readings spiking. "Nice." our mechwarrior comments, even as a PPC shot removes almost all the right arm armor.

Lich adds to the party by grazing the 70-tonner's head with a blast from the Griffin's PPC. Even the Kurita Awesome to the north helps out with a little center torso damage.

Moley jumps west along the river, getting a couple of good laser shots on the Nobori-Nin's left side armor. This distracts the 50-tonner long enough for Siljanus to fire both of the Mackie's PPCs and the gauss rifle at it - both PPC shots hit the right torso, punching through the armor and blowing out a jump jet along with some engine shielding, while the gauss slug jams in the mech's hip, severely impairing its mobility. The 50-tonner returns fire at the Mackie, taking a good chunk off the armor on the left arm and left leg with LBX slugs and a PPC blast. Miraculously, Moley's Thunderbolt avoids all return fire, but this occupies the mechwarrior's attention and he's unable to land the punches he intends. Still, the Nobori-Nin is in trouble, having had to take a knee.

Leraje and WestOrEast focus fire on the Mad Cat that has crested the hill to the south, stripping away armor with laser and PPC fire. Stefan adds a few LRMs to the mix as well, spreading them out across the thick armor. WestOrEast smirks as a gauss slug impacts the hill in front of the Hatamoto-Hi instead of the leg, but a series of bright flashes from a pulse laser and some LRMs take armor off the side torso sections. Still, this exchange forces the Mad Cat to the ground.

The Kurita forces report continuing to engage the clan units to the north, with some success. The guy driving the Warhammer seems particularly happy with his PPC marksmanship, but then starts complaining about pulse lasers and damaged heat sinks. They also report losing basically the rest of their remote drones

Current battlefield state:
Spoiler:
Enlarge Image
Raw firing/physical/heat data:
Spoiler:

Initiative Phase for Round #4
-------------------
1st Octopus Overlords rolls a 11[7+4].
Clan Smoke Jaguar rolls a 5[5+0].

Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords) must make a piloting skill check (entering Depth 1 Water).
Needs 1 [2 (Base piloting skill) - 1 (entering Depth 1 Water)], rolls 12 : succeeds.

Marauder MAD-5SO ID:75 (1st Octopus Overlords) passes through a fire. It will generate 2 more heat this round.

Warhammer WHM-6R ID:25 sets off a vibrabomb in hex 2305.

Weapon Attack Phase
-------------------

Weapons fire for Crusader CRD-3LD ID:49 (1st Octopus Overlords)
     Medium Laser at Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar); needs 8, rolls 8 : - Glancing Blow -hits RL
        Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar) takes 2 damage to RL.
            19 Armor remaining.


     Medium Laser at Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar); needs 8, rolls 7 : misses


     Streak SRM 2 at Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar); needs 8, rolls 7 : fails to achieve lock.

     LRM 10 at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 10, rolls 11 : 6 missile(s) hit (using Right Side table).

        Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar) takes 5 damage to RA.
            29 Armor remaining.

        Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar) takes 1 damage to LA.
            33 Armor remaining.


     LRM 10 at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 10, rolls 6 : misses


Weapons fire for Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords)
     Medium Laser at Nobori-nin (Huntsman) B ID:8 (Clan Smoke Jaguar); needs 7, rolls 10 : - Direct Blow - hits (using Left Side table) LA
        Nobori-nin (Huntsman) B ID:8 (Clan Smoke Jaguar) takes 6 damage to LA.
            10 Armor remaining.


     Medium Laser at Nobori-nin (Huntsman) B ID:8 (Clan Smoke Jaguar); needs 7, rolls 5 : misses


     Medium Laser at Nobori-nin (Huntsman) B ID:8 (Clan Smoke Jaguar); needs 7, rolls 7 : - Glancing Blow -hits (using Left Side table) LT
        Nobori-nin (Huntsman) B ID:8 (Clan Smoke Jaguar) takes 2 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 11.
        Searchlight destroyed!
            The passenger, Elemental Battle Armor [Laser] ID:19 (Clan Smoke Jaguar), avoids damage.
            16 Armor remaining.


     LRM 10 at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 9, rolls 5 : misses


Weapons fire for Marauder MAD-5SO ID:75 (1st Octopus Overlords)
     ER PPC at Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar); needs 5, rolls 8 : - Direct Blow - hits RT
        Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar) takes 11 damage to RT.
            Armor destroyed.
             13 Internal Structure remaining.
            Critical hit on RT. Roll is (7+1) = 8; 1 location.
            CRITICAL HIT on Engine.


     Medium Pulse Laser at Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar); needs 5, rolls 10 : - Direct Blow - hits CT
        Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar) takes 7 damage to CT.
            20 Armor remaining.


     Medium Pulse Laser at Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar); needs 5, rolls 7 : hits LT
        Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar) takes 6 damage to LT.
            16 Armor remaining.


     Gauss Rifle at Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar); needs 5, rolls 7 : hits LA
        Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar) takes 15 damage to LA.
            2 Armor remaining.


Weapons fire for Mackie MSK-8BG ID:78 (1st Octopus Overlords)
     PPC at Nobori-nin (Huntsman) B ID:8 (Clan Smoke Jaguar); needs 1, rolls 7 : - Direct Blow - hits RT
        Nobori-nin (Huntsman) B ID:8 (Clan Smoke Jaguar) takes 11 damage to RT.
            The passenger, Elemental Battle Armor [Laser] ID:19 (Clan Smoke Jaguar), avoids damage.
            7 Armor remaining.


     PPC at Nobori-nin (Huntsman) B ID:8 (Clan Smoke Jaguar); needs 1, rolls 10 : - Direct Blow - hits RT
        Nobori-nin (Huntsman) B ID:8 (Clan Smoke Jaguar) takes 12 damage to RT.
            The passenger, Elemental Battle Armor [Laser] ID:19 (Clan Smoke Jaguar), avoids damage.
            Armor destroyed.
             7 Internal Structure remaining.
            Critical hit on RT. Roll is (10+2) = 12; 3 locations.
            CRITICAL HIT on Machine Gun.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Jump Jet.


     Gauss Rifle at Nobori-nin (Huntsman) B ID:8 (Clan Smoke Jaguar); needs 3, rolls 12 : - Direct Blow - hits LL
        Nobori-nin (Huntsman) B ID:8 (Clan Smoke Jaguar) takes 18 damage to LL.
            Armor destroyed.
             8 Internal Structure remaining.
            Critical hit on LL. Roll is (6+3) = 9; 1 location.
            CRITICAL HIT on Hip.


Weapons fire for Black Knight BL-6b-KNTC ID:101 (1st Octopus Overlords)
     ER Large Laser at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 6, rolls 7 : hits LL
        Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) takes 10 damage to LL.
            22 Armor remaining.


     ER Large Laser at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 6, rolls 5 : misses


     ER PPC at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 6, rolls 7 : hits CT
        Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) takes 10 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 9.
        Searchlight destroyed!
            26 Armor remaining.


Weapons fire for Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords)
     PPC at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 7, rolls 11 : - Direct Blow - hits CT
        Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) takes 11 damage to CT.
            15 Armor remaining.


     PPC at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 7, rolls 7 : - Glancing Blow -hits RL (critical)
        Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) takes 5 damage to RL (critical).
            27 Armor remaining.
            Critical hit on RL. Roll is (6-2) = 4; no effect.


Weapons fire for Trebuchet TBT-3C ID:110 (1st Octopus Overlords)
     LRM 15 (Artemis-capable ammo) at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 6, rolls 8 : (ECM prevents bonus) 9 missile(s) hit.

        Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) takes 5 damage to RA.
            19 Armor remaining.

        Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) takes 4 damage to LL.
            18 Armor remaining.


     LRM 15 (Artemis-capable ammo) at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 6, rolls 8 : (ECM prevents bonus) 12 missile(s) hit.

        Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) takes 5 damage to LA.
            19 Armor remaining.

        Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) takes 5 damage to LA (critical).
            14 Armor remaining.
            Critical hit on LA. Roll is 6; no effect.

        Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) takes 2 damage to CT.
            13 Armor remaining.


     Medium Laser at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 10, rolls 6 : misses


     Medium Laser at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 10, rolls 10 : - Glancing Blow -hits LA
        Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) takes 2 damage to LA.
            12 Armor remaining.


     Medium Laser at Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar); needs 10, rolls 10 : - Glancing Blow -hits CT
        Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) takes 2 damage to CT.
            11 Armor remaining.


Weapons fire for Griffin GRF-3MO ID:186 (1st Octopus Overlords)
     ER PPC at Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar); needs 9, rolls 9 : - Glancing Blow -hits HD
        Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar) takes 7 damage to HD.
            2 Armor remaining.

        Pilot of Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar) "Kaitlynn Stone" takes 1 damage (1 total hits).
        Pilot of Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar) "Kaitlynn Stone" needs a 3 to stay conscious. Rolls 4 : successful!


     LRM 15 at Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar); needs 9, rolls 6 : misses


Weapons fire for BattleMaster BLR-1G ID:21 (1st Octopus Overlords)
     PPC at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 8, rolls 4 : misses


     Medium Laser at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 10, rolls 9 : misses


     Medium Laser at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 10, rolls 7 : misses


     SRM 6 at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 10, rolls 9 : misses


Weapons fire for Awesome AWS-8Q ID:22 (1st Octopus Overlords)
     PPC at Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar); needs 8, rolls 8 : - Glancing Blow -hits (using Left Side table) CT
        Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar) takes 5 damage to CT.
            15 Armor remaining.


     PPC at Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar); needs 8, rolls 7 : misses


     PPC at Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar); needs 8, rolls 4 : misses


Weapons fire for Archer ARC-2R ID:26 (1st Octopus Overlords)
     LRM 20 at Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar); needs 11, rolls 8 : misses


     LRM 20 at Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar); needs 11, rolls 5 : misses


Weapons fire for Orion ON1-K ID:23 (1st Octopus Overlords)
     AC/10 at Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar); needs 9, rolls 9 : - Glancing Blow -hits LA
        Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar) takes 5 damage to LA.
            13 Armor remaining.


     Medium Laser at Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar); needs 9, rolls 7 : misses


     LRM 15 at Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar); needs 8, rolls 7 : misses


Weapons fire for Warhammer WHM-6R ID:25 (1st Octopus Overlords)
     PPC at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 9, rolls 12 : - Direct Blow - hits LT
        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 11 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 6.
            14 Armor remaining.


     PPC at Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar); needs 9, rolls 10 : hits RL
        Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) takes 10 damage to RL.
            22 Armor remaining.


Weapons fire for Thug THG-11EO ID:69 (1st Octopus Overlords)
     PPC at Elemental Battle Armor [Laser] ID:20 (Clan Smoke Jaguar); needs 9, rolls 6 : misses


     PPC at Elemental Battle Armor [Laser] ID:20 (Clan Smoke Jaguar); needs 9, rolls 4 : misses


     SRM 6 at Elemental Battle Armor [Laser] ID:20 (Clan Smoke Jaguar); needs 11, rolls 6 : misses


Weapons fire for Thunderbolt TDR-5S ID:27 (1st Octopus Overlords)
     Large Laser at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 8, rolls 7 : misses


     Medium Laser at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 10, rolls 5 : misses


     Medium Laser at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 10, rolls 5 : misses


     Medium Laser at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 10, rolls 7 : misses


Weapons fire for Crusader CRD-3R ID:28 (1st Octopus Overlords)
     LRM 15 at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 8, rolls 8 : - Glancing Blow -6 missile(s) hit (using Right Side table) (w/ -4 malus).

        Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar) takes 5 damage to RA.
            24 Armor remaining.

        Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar) takes 1 damage to RL.
            40 Armor remaining.


     LRM 15 at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 8, rolls 5 : misses


Weapons fire for Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords)
     Medium Laser at Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar); needs 10, rolls 8 : misses


     Medium Laser at Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar); needs 10, rolls 7 : misses


     LB 10-X AC (Cluster ammo) at Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar); needs 7, rolls 9 : 6 pellet(s) hit.

        Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar) takes 1 damage to RL.
            24 Armor remaining.

        Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar) takes 1 damage to LL.
            24 Armor remaining.

        Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar) takes 1 damage to RT.
            The passenger, Elemental Battle Armor [Laser] ID:17 (Clan Smoke Jaguar), avoids damage.
            16 Armor remaining.

        Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar) takes 1 damage to CT.
            15 Armor remaining.

        Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar) takes 1 damage to RT.
            The passenger, Elemental Battle Armor [Laser] ID:17 (Clan Smoke Jaguar), avoids damage.
            15 Armor remaining.

        Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar) takes 1 damage to LA.
            12 Armor remaining.


     LRM 10 at Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar); needs 9, rolls 5 : misses


Weapons fire for Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords)
     Medium Laser at Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar); needs 10, rolls 11 : hits (using Rear table) LA
        Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar) takes 5 damage to LA.
            6 Armor remaining.


     Machine Gun at Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar); needs 10, rolls 9 : misses
        Checking for accidental fire; needs 3 or below, rolls 6 : no fire..

     Machine Gun at Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar); needs 10, rolls 9 : misses
        Checking for accidental fire; needs 3 or below, rolls 10 : no fire..

Weapons fire for LoaderMech ML-FLU ID:36 (1st Octopus Overlords)
     Medium Laser at Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar); needs 10, rolls 11 : hits LL
        Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar) takes 5 damage to LL.
            20 Armor remaining.


     Medium Laser at Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar); needs 10, rolls 7 : misses


Weapons fire for LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords)
     SRM 6 at Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar); needs 9, rolls 11 : 4 missile(s) hit (using Left Side table).

        Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar) takes 2 damage to LL.
            18 Armor remaining.

        Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar) takes 2 damage to LL.
            16 Armor remaining.

        Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar) takes 2 damage to LL.
            14 Armor remaining.

        Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar) takes 2 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 2.
            23 Armor remaining.


Weapons fire for LoaderMech SRM6-FLU ID:42 (1st Octopus Overlords)
     SRM 6 at Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar); needs 12, rolls 7 : misses


Weapons fire for Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar)
     Large Pulse Laser at LoaderMech ML-FLU ID:36 (1st Octopus Overlords); needs 4, rolls 11 : - Direct Blow - hits RT
        LoaderMech ML-FLU ID:36 (1st Octopus Overlords) takes 12 damage to RT.
        Needs 7+ to destroy Searchlight, rolls 4.
            Armor destroyed.
             SECTION DESTROYED.
LIMB BLOWN OFF Right Arm blown off.
        3 damage transfers to CT.
            Critical hit on RT. Roll is (8+2) = 10; 2 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on Heat Sink.
        LoaderMech ML-FLU ID:36 (1st Octopus Overlords) takes 3 damage to CT.
        Needs 7+ to destroy Searchlight, rolls 9.
        Searchlight destroyed!
            3 Armor remaining.


     Medium Pulse Laser at LoaderMech ML-FLU ID:36 (1st Octopus Overlords); needs 4, rolls 10 : - Direct Blow - hits RA
        LoaderMech ML-FLU ID:36 (1st Octopus Overlords) takes 9 damage to RA.
        9 damage transfers to RT.
        LoaderMech ML-FLU ID:36 (1st Octopus Overlords) takes 9 damage to RT.
        9 damage transfers to CT.
        LoaderMech ML-FLU ID:36 (1st Octopus Overlords) takes 9 damage to CT.
            Armor destroyed.
             SECTION DESTROYED.
*** LoaderMech ML-FLU ID:36 (1st Octopus Overlords) DESTROYED by damage! ***
            Critical hit on CT. Roll is (9+2) = 11; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Standard Gyro.


     LB 10-X AC (Cluster ammo) at LoaderMech ML-FLU ID:36 (1st Octopus Overlords); needs 5, rolls 10 : - Direct Blow - 10 pellet(s) hit (w/ +2 bonus).

        LoaderMech ML-FLU ID:36 (1st Octopus Overlords) takes 1 damage to CT.

        LoaderMech ML-FLU ID:36 (1st Octopus Overlords) takes 1 damage to RT.
        1 damage transfers to CT.
        LoaderMech ML-FLU ID:36 (1st Octopus Overlords) takes 1 damage to CT.

        LoaderMech ML-FLU ID:36 (1st Octopus Overlords) takes 1 damage to RA.
        1 damage transfers to RT.
        LoaderMech ML-FLU ID:36 (1st Octopus Overlords) takes 1 damage to RT.
        1 damage transfers to CT.
        LoaderMech ML-FLU ID:36 (1st Octopus Overlords) takes 1 damage to CT.

        LoaderMech ML-FLU ID:36 (1st Octopus Overlords) takes 1 damage to LA.
            0 Armor remaining.

        LoaderMech ML-FLU ID:36 (1st Octopus Overlords) takes 1 damage to HD.
            1 Armor remaining.

        Pilot of LoaderMech ML-FLU ID:36 (1st Octopus Overlords) "Van Gómez" takes 1 damage (1 total hits).

        LoaderMech ML-FLU ID:36 (1st Octopus Overlords) takes 1 damage to LA.
             2 Internal Structure remaining.
            Critical hit on LA. Roll is (8+1) = 9; 1 location.
            CRITICAL HIT on Hand.

        LoaderMech ML-FLU ID:36 (1st Octopus Overlords) takes 1 damage to RT.
        1 damage transfers to CT.
        LoaderMech ML-FLU ID:36 (1st Octopus Overlords) takes 1 damage to CT.

        LoaderMech ML-FLU ID:36 (1st Octopus Overlords) takes 1 damage to CT.

        LoaderMech ML-FLU ID:36 (1st Octopus Overlords) takes 1 damage to LT.
            3 Armor remaining.

        LoaderMech ML-FLU ID:36 (1st Octopus Overlords) takes 1 damage to LL.
            3 Armor remaining.


Weapons fire for Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar)
     ER PPC at LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords); needs 4, rolls 7 : - Direct Blow - hits LL
        LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords) takes 16 damage to LL.
            Armor destroyed.
             SECTION DESTROYED.
        8 damage transfers to LT.
            Critical hit on LL. Roll is (7+1) = 8; 1 location.
            CRITICAL HIT on Lower Leg.
        LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords) takes 8 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 8.
        Searchlight destroyed!
            Armor destroyed.
             1 Internal Structure remaining.
            Critical hit on LT. Roll is (5+1) = 6; no effect.


     Medium Pulse Laser at LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords); needs 2, rolls 8 : - Direct Blow - hits LA
        LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords) takes 9 damage to LA.
            Armor destroyed.
             SECTION DESTROYED.
        2 damage transfers to LT.
            Critical hit on LA. Roll is (7+2) = 9; 1 location.
            CRITICAL HIT on Shoulder.
        LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords) takes 2 damage to LT.
             SECTION DESTROYED.
        1 damage transfers to CT.
            Critical hit on LT. Roll is (5+2) = 7; no effect.
        LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords) takes 1 damage to CT.
             4 Internal Structure remaining.
            Critical hit on CT. Roll is (7+2) = 9; 1 location.
            CRITICAL HIT on Standard Gyro.


     Medium Pulse Laser at LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords); needs 2, rolls 6 : - Direct Blow - hits LL
        LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords) takes 8 damage to LL.
        8 damage transfers to LT.
        LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords) takes 8 damage to LT.
        8 damage transfers to CT.
        LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords) takes 8 damage to CT.
             SECTION DESTROYED.
*** LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords) DESTROYED by damage! ***
            Critical hit on CT. Roll is (9+1) = 10; 2 locations.
            CRITICAL HIT on Engine.
            CRITICAL HIT on Engine.


     Medium Pulse Laser at LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords); needs 2, rolls 6 : - Direct Blow - hits LT
        LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords) takes 8 damage to LT.
        8 damage transfers to CT.
        LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords) takes 8 damage to CT.


     Streak SRM 6 at LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords); needs 4, rolls 5 : 6 missile(s) hit.

        LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords) takes 2 damage to RL.
            2 Armor remaining.

        LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords) takes 2 damage to CT.

        LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords) takes 2 damage to RA.
            2 Armor remaining.

        LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords) takes 2 damage to LT.
        2 damage transfers to CT.
        LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords) takes 2 damage to CT.

        LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords) takes 2 damage to RL.
            0 Armor remaining.

        LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords) takes 2 damage to LL.
        2 damage transfers to LT.
        LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords) takes 2 damage to LT.
        2 damage transfers to CT.
        LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords) takes 2 damage to CT.


     ER Small Laser at LoaderMech SRM6-FLU ID:41 (1st Octopus Overlords); needs 4, rolls 2 : misses


Weapons fire for Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar)
     Large Pulse Laser at Warhammer WHM-6R ID:25 (1st Octopus Overlords); needs 7, rolls 7 : - Glancing Blow -hits LL
        Warhammer WHM-6R ID:25 (1st Octopus Overlords) takes 5 damage to LL.
            5 Armor remaining.


     Large Pulse Laser at Warhammer WHM-6R ID:25 (1st Octopus Overlords); needs 7, rolls 10 : - Direct Blow - hits LL
        Warhammer WHM-6R ID:25 (1st Octopus Overlords) takes 11 damage to LL.
            Armor destroyed.
             9 Internal Structure remaining.
            Critical hit on LL. Roll is (7+1) = 8; 1 location.
            CRITICAL HIT on Heat Sink.


Weapons fire for Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar)
     Large Pulse Laser at LoaderMech SRM6-FLU ID:42 (1st Octopus Overlords); needs 4, rolls 4 : - Glancing Blow -hits (using Partial cover (horizontal 50%) table) RL
        LoaderMech SRM6-FLU ID:42 suffers no damage. (RL behind cover)


     Large Pulse Laser at LoaderMech SRM6-FLU ID:42 (1st Octopus Overlords); needs 4, rolls 7 : - Direct Blow - hits (using Partial cover (horizontal 50%) table) RA
        LoaderMech SRM6-FLU ID:42 (1st Octopus Overlords) takes 11 damage to RA.
             SECTION DESTROYED.
        9 damage transfers to RT.
            Critical hit on RA. Roll is (3+1) = 4; no effect.
        LoaderMech SRM6-FLU ID:42 (1st Octopus Overlords) takes 9 damage to RT.
        Needs 7+ to destroy Searchlight, rolls 8.
        Searchlight destroyed!
            Armor destroyed.
             SECTION DESTROYED.
            Critical hit on RT. Roll is (9+1) = 10; 2 locations.
            CRITICAL HIT on Heat Sink.
            CRITICAL HIT on Heat Sink.


     LRM 20 at LoaderMech SRM6-FLU ID:42 (1st Octopus Overlords); needs 6, rolls 5 : misses


Weapons fire for Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar)
     Medium Pulse Laser at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 9, rolls 8 : misses


     Medium Pulse Laser at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 9, rolls 10 : hits RT
        Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords) takes 7 damage to RT.
        Needs 7+ to destroy Searchlight, rolls 7.
        Searchlight destroyed!
            11 Armor remaining.


     Medium Pulse Laser at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 9, rolls 9 : - Glancing Blow -hits CT
        Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords) takes 3 damage to CT.
            20 Armor remaining.


     Medium Pulse Laser at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 9, rolls 7 : misses


     ER Large Laser at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 10, rolls 6 : misses


     ER Large Laser at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 10, rolls 6 : misses


     Ultra AC/5 at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 10, rolls 7 : misses


     Ultra AC/5 at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 10, rolls 7 : misses


Weapons fire for Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar)
     ER Large Laser at Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords); needs 10, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 7 : no fire..

     ER Large Laser at Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords); needs 10, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 7 : no fire..

     ER Medium Laser at Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords); needs 10, rolls 8 : misses

        Checking for accidental fire; needs 3 or below, rolls 2 : possible fire.
        Needs 9 [7 (ER Medium Laser) + 2 (accidental)] to ignite, rolls 3

     ER Medium Laser at Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords); needs 10, rolls 5 : misses

        Checking for accidental fire; needs 3 or below, rolls 4 : no fire..

     ER Medium Laser at Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords); needs 10, rolls 6 : misses

        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

Weapons fire for Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar)
     ER Large Laser at BattleMaster BLR-1G ID:21 (1st Octopus Overlords); needs 7, rolls 10 : - Direct Blow - hits LT
        BattleMaster BLR-1G ID:21 (1st Octopus Overlords) takes 11 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 5.
            17 Armor remaining.


     ER Large Laser at BattleMaster BLR-1G ID:21 (1st Octopus Overlords); needs 7, rolls 12 : - Direct Blow - hits RL
        BattleMaster BLR-1G ID:21 (1st Octopus Overlords) takes 11 damage to RL.
            15 Armor remaining.


     ER Medium Laser at BattleMaster BLR-1G ID:21 (1st Octopus Overlords); needs 7, rolls 3 : misses

        Checking for accidental fire; needs 3 or below, rolls 6 : no fire..

     Machine Gun at LoaderMech SRM6-FLU ID:37 (1st Octopus Overlords); needs 6, rolls 4 : misses

     Machine Gun at LoaderMech SRM6-FLU ID:37 (1st Octopus Overlords); needs 6, rolls 9 : - Direct Blow - hits LL
        LoaderMech SRM6-FLU ID:37 (1st Octopus Overlords) takes 3 damage to LL.
            Armor destroyed.
             2 Internal Structure remaining.
            Critical hit on LL. Roll is (8+1) = 9; 1 location.
            CRITICAL HIT on Heat Sink.


Weapons fire for Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar)
     ER PPC at Thunderbolt TDR-5S ID:27 (1st Octopus Overlords); needs 8, rolls 10 : hits LA
        Thunderbolt TDR-5S ID:27 (1st Octopus Overlords) takes 15 damage to LA.
            5 Armor remaining.


     ER Medium Laser at Thunderbolt TDR-5S ID:27 (1st Octopus Overlords); needs 10, rolls 11 : hits LA
        Thunderbolt TDR-5S ID:27 (1st Octopus Overlords) takes 7 damage to LA.
            Armor destroyed.
             8 Internal Structure remaining.
            Critical hit on LA. Roll is 8; 1 location.
            CRITICAL HIT on Machine Gun.


     Streak SRM 6 at Thunderbolt TDR-5S ID:27 (1st Octopus Overlords); needs 11, rolls 6 : fails to achieve lock.

Weapons fire for Nobori-nin (Huntsman) B ID:8 (Clan Smoke Jaguar)
     ER PPC at Mackie MSK-8BG ID:78 (1st Octopus Overlords); needs 5, rolls 6 : hits LA
        Mackie MSK-8BG ID:78 (1st Octopus Overlords) takes 15 damage to LA.
            19 Armor remaining.


     LB 10-X AC at Mackie MSK-8BG ID:78 (1st Octopus Overlords); needs 5, rolls 7 : hits LL
        Mackie MSK-8BG ID:78 (1st Octopus Overlords) takes 10 damage to LL.
            32 Armor remaining.


Weapons fire for Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar)
     ER PPC at Trebuchet TBT-3C ID:110 (1st Octopus Overlords); needs 9, rolls 7 : misses


Weapons fire for Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar)
     ER Medium Laser at LoaderMech LRM5-FLU ID:193 (1st Octopus Overlords); needs 11, rolls 3 : misses

        Checking for accidental fire; needs 3 or below, rolls 6 : no fire..

     ER Medium Laser at LoaderMech LRM5-FLU ID:193 (1st Octopus Overlords); needs 11, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

     ER Medium Laser at LoaderMech LRM5-FLU ID:193 (1st Octopus Overlords); needs 11, rolls 6 : misses

        Checking for accidental fire; needs 3 or below, rolls 7 : no fire..

     ER Medium Laser at LoaderMech LRM5-FLU ID:193 (1st Octopus Overlords); needs 11, rolls 8 : misses

        Checking for accidental fire; needs 3 or below, rolls 10 : no fire..

     ER Medium Laser at LoaderMech LRM5-FLU ID:193 (1st Octopus Overlords); needs 11, rolls 4 : misses

        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

     ER Medium Laser at LoaderMech LRM5-FLU ID:193 (1st Octopus Overlords); needs 11, rolls 10 : misses

        Checking for accidental fire; needs 3 or below, rolls 7 : no fire..

     ER Medium Laser at LoaderMech LRM5-FLU ID:193 (1st Octopus Overlords); needs 11, rolls 6 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

Weapons fire for Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar)
     ER Large Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 7, rolls 4 : misses


     ER Large Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 7, rolls 3 : misses


     ER Medium Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 9, rolls 6 : misses


     ER Medium Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 9, rolls 3 : misses


     ER Medium Laser at Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords); needs 9, rolls 7 : misses


Weapons fire for Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar)
     Gauss Rifle at Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords); needs 8, rolls 10 : hits (using Partial cover (horizontal 50%) table) LL
        Hatamoto-Hi HTM-27U ID:103 suffers no damage. (LL behind cover)


     Large Pulse Laser at Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords); needs 6, rolls 11 : - Direct Blow - hits (using Partial cover (horizontal 50%) table) RT (critical)
        Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords) takes 11 damage to RT (critical).
        Needs 7+ to destroy Searchlight, rolls 4.
            14 Armor remaining.
            Critical hit on RT. Roll is (6+1) = 7; no effect.


     LRM 10 ((Clan) Artemis-capable ammo) at Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords); needs 8, rolls 9 : (ECM prevents bonus) 6 missile(s) hit (using Partial cover (horizontal 50%) table).

        Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords) takes 5 damage to LT.
        Needs 7+ to destroy Searchlight, rolls 7.
        Searchlight destroyed!
            20 Armor remaining.

        Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords) takes 1 damage to LA.
            25 Armor remaining.


Weapons fire for Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar)
     ER PPC at Marauder MAD-5SO ID:75 (1st Octopus Overlords); needs 10, rolls 12 : hits RA
        Marauder MAD-5SO ID:75 (1st Octopus Overlords) takes 15 damage to RA.
            7 Armor remaining.


     LRM 15 at Marauder MAD-5SO ID:75 (1st Octopus Overlords); needs 10, rolls 4 : misses

        Checking for accidental fire; needs 3 or below, rolls 4 : no fire..

     LB 10-X AC at Marauder MAD-5SO ID:75 (1st Octopus Overlords); needs 10, rolls 6 : misses

        Checking for accidental fire; needs 3 or below, rolls 4 : no fire..

Weapons fire for Elemental Battle Armor [Laser] ID:16 (Clan Smoke Jaguar)
     Swarm Mek at LoaderMech SRM6-FLU ID:190 (1st Octopus Overlords); needs 5, rolls 6 : succeeds! Defender swarmed.




Mackie MSK-8BG ID:78 (1st Octopus Overlords) must make 1 piloting skill roll(s) (20+ damage).
The base target is 2 [2 (Base piloting skill)].
    Roll #1, (2 (Base piloting skill) + 1 (20+ damage)); needs 3, rolls 11 : succeeds.

BattleMaster BLR-1G ID:21 (1st Octopus Overlords) must make 1 piloting skill roll(s) (20+ damage).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 1 (20+ damage)); needs 4, rolls 5 : succeeds.

Thunderbolt TDR-5S ID:27 (1st Octopus Overlords) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (20+ damage)); needs 5, rolls 5 : succeeds.

Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar) must make 1 piloting skill roll(s) (40+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 2 (40+ damage)); needs 6, rolls 7 : succeeds.

Nobori-nin (Huntsman) B ID:8 (Clan Smoke Jaguar) must make 2 piloting skill roll(s) (hip actuator hit; 40+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 2 (hip actuator hit) + 2 (40+ damage)); needs 8, rolls 7 : falls.
Nobori-nin (Huntsman) B ID:8 (Clan Smoke Jaguar) goes back to the hull down position instead of falling to the ground.

Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) must make 1 piloting skill roll(s) (60+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 3 (60+ damage)); needs 7, rolls 6 : falls.
Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) goes back to the hull down position instead of falling to the ground.

Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) must make 1 piloting skill roll(s) (20+ damage).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 1 (20+ damage)); needs 5, rolls 8 : succeeds.

Physical Attack Phase
-------------------

Physical attacks for Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar)
    Punch (Right Arm) at Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords); needs 11, rolls 5 : misses.

Physical attacks for Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar)
    Kick (Left leg) at Crusader CRD-3LD ID:49 (1st Octopus Overlords); needs 6, rolls 11 : - Direct Blow - hits (using Kick table) LL
        Crusader CRD-3LD ID:49 (1st Octopus Overlords) takes 15 damage to LL.
            14 Armor remaining.


Physical attacks for Crusader CRD-3LD ID:49 (1st Octopus Overlords)
    Kick (Left leg) at Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar); needs 6, rolls 6 : - Glancing Blow -hits (using Kick table) LL
        Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar) takes 6 damage to LL.
            3 Armor remaining.


Physical attacks for Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords)
    Punch (Left Arm) at Nobori-nin (Huntsman) B ID:8 (Clan Smoke Jaguar); needs 7, rolls 3 : misses.
    Punch (Right Arm) at Nobori-nin (Huntsman) B ID:8 (Clan Smoke Jaguar); needs 7, rolls 5 : misses.

Physical attacks for Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords)
    Kick (Left leg) at Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar); needs 7, rolls 7 : - Glancing Blow -hits (using Rear Kick table) RL
        Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar) takes 4 damage to RL.
            11 Armor remaining.


Crusader CRD-3LD ID:49 (1st Octopus Overlords) must make 1 piloting skill roll(s) (was kicked).
The base target is 3 [3 (Base piloting skill)].
    Roll #1, (3 (Base piloting skill) + 0 (was kicked)); needs 3, rolls 10 : succeeds.

Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar) must make 1 piloting skill roll(s) (was kicked).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 0 (was kicked)); needs 4, rolls 10 : succeeds.

Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar) must make 1 piloting skill roll(s) (was kicked).
The base target is 4 [4 (Base piloting skill)].
    Roll #1, (4 (Base piloting skill) + 0 (was kicked)); needs 4, rolls 9 : succeeds.

Heat Phase
-------------------
Crusader CRD-3LD ID:49 (1st Octopus Overlords) gains 16 heat, sinks 16 heat and is now at 0 heat.
Thug THG-11EO ID:69 (1st Octopus Overlords) gains 28 heat, sinks 28 heat and is now at 0 heat.
Thunderbolt TDR-5SE ID:73 (1st Octopus Overlords) gains 17 heat, sinks 17 heat and is now at 0 heat.
Marauder MAD-5SO ID:75 (1st Octopus Overlords) gains 27 heat, sinks 30 heat and is now at 2 heat.
Mackie MSK-8BG ID:78 (1st Octopus Overlords) gains 21 heat, sinks 21 heat and is now at 2 heat.
Black Knight BL-6b-KNTC ID:101 (1st Octopus Overlords) gains 40 heat, sinks 34 heat and is now at 6 heat.
Hatamoto-Hi HTM-27U ID:103 (1st Octopus Overlords) gains 20 heat, sinks 19 heat and is now at 2 heat.
Trebuchet TBT-3C ID:110 (1st Octopus Overlords) gains 21 heat, sinks 20 heat and is now at 1 heat.
Griffin GRF-3MO ID:186 (1st Octopus Overlords) gains 25 heat, sinks 28 heat and is now at 0 heat.
BattleMaster BLR-1G ID:21 (1st Octopus Overlords) gains 22 heat, sinks 18 heat and is now at 4 heat.
Awesome AWS-8Q ID:22 (1st Octopus Overlords) gains 32 heat, sinks 28 heat and is now at 4 heat.
Orion ON1-K ID:23 (1st Octopus Overlords) gains 12 heat, sinks 10 heat and is now at 2 heat.
Marauder MAD-3R ID:24 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Warhammer WHM-6R ID:25 (1st Octopus Overlords) gains 21 heat, sinks 17 heat and is now at 7 heat.
Archer ARC-2R ID:26 (1st Octopus Overlords) gains 12 heat, sinks 10 heat and is now at 4 heat.
Thunderbolt TDR-5S ID:27 (1st Octopus Overlords) gains 18 heat, sinks 15 heat and is now at 3 heat.
Crusader CRD-3R ID:28 (1st Octopus Overlords) gains 11 heat, sinks 10 heat and is now at 1 heat.
Wolverine WVR-6R ID:29 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Shadow Hawk SHD-2H ID:30 (1st Octopus Overlords) gains 0 heat, sinks 0 heat and is now at 0 heat.
Wolf Trap (Tora) WFT-1 ID:31 (1st Octopus Overlords) gains 14 heat, sinks 10 heat and is now at 4 heat.
Phoenix Hawk PXH-1 ID:32 (1st Octopus Overlords) gains 9 heat, sinks 10 heat and is now at 3 heat.
Daishi (Dire Wolf) Prime ID:1 (Clan Smoke Jaguar) gains 44 heat, sinks 44 heat and is now at 4 heat.
Vulture (Mad Dog) Prime ID:2 (Clan Smoke Jaguar) gains 20 heat, sinks 24 heat and is now at 1 heat.
Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar) gains 31 heat, sinks 34 heat and is now at 1 heat.
Loki (Hellbringer) Prime ID:4 (Clan Smoke Jaguar) gains 22 heat, sinks 25 heat and is now at 0 heat.
Ryoken (Stormcrow) Prime ID:5 (Clan Smoke Jaguar) gains 41 heat, sinks 41 heat and is now at 0 heat.
Man O' War (Gargoyle) Prime ID:6 (Clan Smoke Jaguar) gains 2 heat, sinks 2 heat and is now at 0 heat.
Thor (Summoner) Prime ID:7 (Clan Smoke Jaguar) gains 32 heat, sinks 28 heat and is now at 4 heat.
Nobori-nin (Huntsman) B ID:8 (Clan Smoke Jaguar) gains 24 heat, sinks 20 heat and is now at 6 heat.
Loki (Hellbringer) Prime ID:9 (Clan Smoke Jaguar) gains 17 heat, sinks 20 heat and is now at 0 heat.
Subtracting 4 heat due to combat computer...
Black Hawk (Nova) Prime ID:10 (Clan Smoke Jaguar) gains 36 heat, sinks 36 heat and is now at 0 heat.
Mad Cat (Timber Wolf) B ID:11 (Clan Smoke Jaguar) gains 17 heat, sinks 17 heat and is now at 0 heat.
Mad Cat (Timber Wolf) A ID:12 (Clan Smoke Jaguar) gains 35 heat, sinks 39 heat and is now at 0 heat.
Vulture (Mad Dog) Prime ID:13 (Clan Smoke Jaguar) gains 26 heat, sinks 24 heat and is now at 5 heat.
Ryoken (Stormcrow) Prime ID:14 (Clan Smoke Jaguar) gains 40 heat, sinks 40 heat and is now at 0 heat.
Ryoken (Stormcrow) C ID:15 (Clan Smoke Jaguar) gains 18 heat, sinks 20 heat and is now at 2 heat.


End Phase
-------------------
A unit is attempting to self destruct.
A unit is attempting to self destruct.
A unit is attempting to self destruct.
A unit is attempting to self destruct.
A unit is attempting to self destruct.
A unit is attempting to self destruct.

Fire at 2108 is burning brightly.
    Terrain burns for 5 damage.
Fire at 2921 is burning brightly.
    Terrain burns for 5 damage.
Light smoke continues to fill 2207.
Light smoke continues to fill 2208.
Light smoke continues to fill 2107.
Light smoke continues to fill 3020.
Light smoke continues to fill 3021.
Light smoke continues to fill 2920.
Target modifiers:
Daishi, Vulture 1205, Vulture 1213, Man O' War, Nobori-Nin: +0
Ryoken 2103, Loki 2830, Ryoken 2428, Black Hawk: +3
Mad Cat 1611: +1
Mad Cat 1501, 2429: +2
Ryoken 1713: +4

Thor 2519 is an ACE and will move after your move declaration

Status update:
Kurita Warhammer WHM-6R reduced to 3/5 movement.
MAD-6R Decoy destroyed
WVR-6R Decoy destroyed
SHD-2H Decoy crippled
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TotallyNotEvil
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TotallyNotEvil »

$iljanus wrote: Wed Oct 06, 2021 12:00 pm
TotallyNotEvil wrote: Wed Oct 06, 2021 11:32 am I think breaking the flank from the north is easier than doing so from the south.
We could eliminate (well put in a spirited fight anyway) those two mechs in the north while those mechs in the south advance then pivot south staying behind the hills and hit them in the rear...if there's anyone left. Are the Kurita forces really unavailable or can one or two swing down so we have a pincer of our own?
That's my intention with focusing on the Thor, yeah. He is the most dangerous combatant up there, and surprisingly fragile... at least for Clan standards.
NickAragua wrote: Wed Oct 06, 2021 4:03 pm Lich adds to the party by grazing the 70-tonner's head with a blast from the Griffin's PPC. Even the Kurita Awesome to the north helps out with a little center torso damage.
So close.

Did my decoy fail to blow up?
Last edited by TotallyNotEvil on Wed Oct 06, 2021 4:29 pm, edited 1 time in total.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

TotallyNotEvil wrote: Wed Oct 06, 2021 4:17 pm Did my decoy fail to blow up?
We'll find out at the end of this turn's firing phase.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TotallyNotEvil »

NickAragua wrote: Wed Oct 06, 2021 4:25 pm
TotallyNotEvil wrote: Wed Oct 06, 2021 4:17 pm Did my decoy fail to blow up?
We'll find out at the end of this turn's firing phase.
Ah, cool.

So, the Thor being an ACE, does that mean we will get to fire at where he is right now and then he moves, or does he move before we fire?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

TotallyNotEvil wrote: Wed Oct 06, 2021 4:29 pm So, the Thor being an ACE, does that mean we will get to fire at where he is right now and then he moves, or does he move before we fire?
He'll get to move before you guys fire, so feel free to put in conditional orders as far as firing is concerned.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by TotallyNotEvil »

Ok, that's good. We are making some real progress now.

Nobori is looking like it's in bad shape now. That Black Hawk scares me, it's looking to be in range of a devastating alpha strike.

Being on a higher level means you ignore all cover from a lower level, yeah?

And another question: can I make it to 3420 with a jump or run?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by NickAragua »

TotallyNotEvil wrote: Wed Oct 06, 2021 4:39 pm Being on a higher level means you ignore all cover from a lower level, yeah?

And another question: can I make it to 3420 with a jump or run?
Yes and yes, although the run will have your back towards basically every clan mech to the southwest.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by $iljanus »

So I guess I can try to limp my way to some kind of cover for my Kurita Warhammer but…

The Kurita pilot’s mech has taken damage and perhaps should disengage for a bit but he thinks that those greed driven mercenaries with that ridiculous name for a company are fighting hard and he could do no less so…

Warhammer-K to 2208 (does that wreck block my way?). Targets Mad Cat in hex 1611

Do I have enough MPs for my Mackie to get to 2624 turn and fire at that Black Hawk in 2627? If not I’ll risk moving to any clear hex that gets me a shot.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII

Post by WestorEast »

My Kurita P. Hawk will move to southeast and fire at the Man-o-War or the Thor, whichever still has its back turned. If both or neither, at the Thor.

My H-H will move to 3731 and fire at the Noburi if possible, then the Mad Cat at 2429, or finally, then at the Loki
Last edited by WestorEast on Wed Oct 06, 2021 11:29 pm, edited 1 time in total.
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