Let's Play Together: GM'd Battletech via MegaMek XII
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- Leraje
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
BL-KNT >> 3930, fireErLL x2 @ Nova 2627 or Hellbringer 2830 (whichever gives better firing solution)
ON1-K >> 2604, fire @ Stormcrow 1713 or Hellbinger 1608
Astech sacrifice counter: 2
ON1-K >> 2604, fire @ Stormcrow 1713 or Hellbinger 1608
Astech sacrifice counter: 2
- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I definitely appreciate the assists. I was worried that I just committed suicide.
I agree with $iljanus. Though he did a much better job of explaining. It looks like, if we can take out the 2 in the center, then we may be in a position to corral the north group (from the south and east) and the south group (from the north and east). If we don't take them out, then they can essentially flank anyone they want.
Nick, I'm assuming that I didn't get destroyed because the Man O'War had to skip his attack last turn (because of the whiff card I played)? Meaning this could be a rough turn for me? Also, how dangerous is an elemental? Enough that I should take some of my worry away from the Thor and Man O'War? Or only in a "that's a nasty splinter, but let's say we get out of the burning house" kind of way?
I agree with $iljanus. Though he did a much better job of explaining. It looks like, if we can take out the 2 in the center, then we may be in a position to corral the north group (from the south and east) and the south group (from the north and east). If we don't take them out, then they can essentially flank anyone they want.
Nick, I'm assuming that I didn't get destroyed because the Man O'War had to skip his attack last turn (because of the whiff card I played)? Meaning this could be a rough turn for me? Also, how dangerous is an elemental? Enough that I should take some of my worry away from the Thor and Man O'War? Or only in a "that's a nasty splinter, but let's say we get out of the burning house" kind of way?
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
And what's the movement for the elementals?
I'm thinking that I have better chances to hit if I don't move, but if they only move a couple, I might be better off moving one hex to the northeast.
Edit: Reading the instructions, it looks like the enemy only get a negative modifier to hit if I move at least 3 spaces? In which case I'm probably better off not moving since even one hex would give me a negative modifier. (I say "negative", but I know it's +1. I just mean "negative" in the sense of bad for me.)
I'm thinking that I have better chances to hit if I don't move, but if they only move a couple, I might be better off moving one hex to the northeast.
Edit: Reading the instructions, it looks like the enemy only get a negative modifier to hit if I move at least 3 spaces? In which case I'm probably better off not moving since even one hex would give me a negative modifier. (I say "negative", but I know it's +1. I just mean "negative" in the sense of bad for me.)
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
TEAM KURITA
Crusader >> move to 2604; attack anything in range
CRD-3R DECOY >> detonating
TEAM OO
THEMIX >> tbd pending current discussion
THEMIX DECOY >> detonating
Should we declare targeting? I was thinking of going for the legs last time, but I noticed it was done "automatically". My current goal is to at least make the Thor take a knee. That limits what it can do the next round.
Not sure what the Kurita Crusader should be doing. I was expecting the Clan forces to approach, but they mostly are hanging back. I'm currently moving him up towards the Stormcrow, but should I be moving him south instead? Other than LRMs, he needs to be a lot closer to targets. With 6 moves, he can be next to the Stormcrow (if it doesn't move) next turn; and still in some cover.
Edit to modify plans.
Crusader >> move to 2604; attack anything in range
CRD-3R DECOY >> detonating
TEAM OO
THEMIX >> tbd pending current discussion
THEMIX DECOY >> detonating
Should we declare targeting? I was thinking of going for the legs last time, but I noticed it was done "automatically". My current goal is to at least make the Thor take a knee. That limits what it can do the next round.
Not sure what the Kurita Crusader should be doing. I was expecting the Clan forces to approach, but they mostly are hanging back. I'm currently moving him up towards the Stormcrow, but should I be moving him south instead? Other than LRMs, he needs to be a lot closer to targets. With 6 moves, he can be next to the Stormcrow (if it doesn't move) next turn; and still in some cover.
Edit to modify plans.
Last edited by TheMix on Thu Oct 07, 2021 11:52 am, edited 3 times in total.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
The rule of thumb is that if you move, you're harder to hit (how much harder depends on # of hexes moved - magic #s are 3, 5, 7 and 10). If you stay still you're super easy to hit and are likely to get plastered unless you're in good cover (e.g. El Guapo who's in woods AND smoke).
You also get a penalty on your attack rolls if you move: +1 to the target # if you use walk MP or less, +2 if you use run MP or less, +3 if you jump (you're 4/6/4 because your Crusader is based on a CRD-3L, which has jump jets). But, usually, it's better to move than not move (the exception being, for example, Leraje's position up on top of that hill where he's comfortably sniping away).
Elementals walk 1 hex (infantry types don't pay to change facing) or jump up to 3 hexes. The main danger from elementals is getting swarmed, but they also have a bunch of SRMs and small lasers, so they'll pepper you pretty good. It's not fatal usually, but combined with something hard putting a hole in your armor can be painful.
And correct, the Man O' War skipped attacking due to the 'whiff' card.
Also, you can't actually declare the location which you hit, that's rolled randomly (unless the target's pilot is unconscious).
You also get a penalty on your attack rolls if you move: +1 to the target # if you use walk MP or less, +2 if you use run MP or less, +3 if you jump (you're 4/6/4 because your Crusader is based on a CRD-3L, which has jump jets). But, usually, it's better to move than not move (the exception being, for example, Leraje's position up on top of that hill where he's comfortably sniping away).
Elementals walk 1 hex (infantry types don't pay to change facing) or jump up to 3 hexes. The main danger from elementals is getting swarmed, but they also have a bunch of SRMs and small lasers, so they'll pepper you pretty good. It's not fatal usually, but combined with something hard putting a hole in your armor can be painful.
And correct, the Man O' War skipped attacking due to the 'whiff' card.
Also, you can't actually declare the location which you hit, that's rolled randomly (unless the target's pilot is unconscious).
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I copied both my spec and the Kurita spec to a notepad to refer to. I think I've been looking at the non-jet equipped version. What's the scoop on using jets? How far can you move? Though if I want to keep going after the Thor, my options are limited. I'm assuming that jumping into the river is not a good idea. I'd be behind the Thor, but kicking would be out of the picture.
So next question, does it really matter where I am? I'm assuming that both the Thor and the Man O'War can hit me regardless. So there isn't much difference between jumping to 2619 or 2618.
For those that seem to "know" these mechs, would it be better to keep focusing on the Thor, or more useful to jump to the other side of the Man O'War and target it?
So next question, does it really matter where I am? I'm assuming that both the Thor and the Man O'War can hit me regardless. So there isn't much difference between jumping to 2619 or 2618.
For those that seem to "know" these mechs, would it be better to keep focusing on the Thor, or more useful to jump to the other side of the Man O'War and target it?
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- Leraje
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Alas, the camping time is over - too many hostiles in range, so have to start "dancing" nowNickAragua wrote: ↑Wed Oct 06, 2021 9:45 pm But, usually, it's better to move than not move (the exception being, for example, Leraje's position up on top of that hill where he's comfortably sniping away).
- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
The initial info says the Thor is mostly long range, so maybe being close is going to throw it off a bit? The Man O'War is "unknown".
Nick, now that we are closer, do we have any additional info on the armaments for these guys?
Nick, now that we are closer, do we have any additional info on the armaments for these guys?
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I'm leaning towards jumping to the far side of the Man O'War and switching targets. It opens up my back a bit, but maybe not as bad as the Black Hawk moving up from the south.Leraje wrote: ↑Wed Oct 06, 2021 9:52 pmAlas, the camping time is over - too many hostiles in range, so have to start "dancing" nowNickAragua wrote: ↑Wed Oct 06, 2021 9:45 pm But, usually, it's better to move than not move (the exception being, for example, Leraje's position up on top of that hill where he's comfortably sniping away).
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Anyone controlling the Kurita mechs in the top 7 rows? I think if I move the Crusader up to intercept the Stormcrow, that may free up a couple of those to move south some. Or maybe we should finish off the Stormcrow first.
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- Leraje
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Have you considered 2921? It'll give you cover in exchange for some extra heat. 2317 could be ok, but that need an LOS check for Stormcrow and Timberwolf.TheMix wrote: ↑Wed Oct 06, 2021 9:57 pmI'm leaning towards jumping to the far side of the Man O'War and switching targets. It opens up my back a bit, but maybe not as bad as the Black Hawk moving up from the south.Leraje wrote: ↑Wed Oct 06, 2021 9:52 pmAlas, the camping time is over - too many hostiles in range, so have to start "dancing" nowNickAragua wrote: ↑Wed Oct 06, 2021 9:45 pm But, usually, it's better to move than not move (the exception being, for example, Leraje's position up on top of that hill where he's comfortably sniping away).
- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I was trying to keep close enough to melee. The crusader seems to be more of an up close and personal mech (machine guns, lots of armor). Should I not be doing that? If I drop back, it's just the 2 ML and 2 SRMs. I was trying to maximize damage potential. And maybe throw off their game a bit so that they can't focus their fire. I'm certainly open to playing differently. I was just working off the description.Leraje wrote: ↑Wed Oct 06, 2021 10:00 pmHave you considered 2921? It'll give you cover in exchange for some extra heat.TheMix wrote: ↑Wed Oct 06, 2021 9:57 pmI'm leaning towards jumping to the far side of the Man O'War and switching targets. It opens up my back a bit, but maybe not as bad as the Black Hawk moving up from the south.Leraje wrote: ↑Wed Oct 06, 2021 9:52 pmAlas, the camping time is over - too many hostiles in range, so have to start "dancing" nowNickAragua wrote: ↑Wed Oct 06, 2021 9:45 pm But, usually, it's better to move than not move (the exception being, for example, Leraje's position up on top of that hill where he's comfortably sniping away).
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Not sure about 2317, but 2217 would have a ton of trees between me and the northern Clan mechs. I think that would be enough to break line of sight. It also removes the danger of getting shot in the back from the southern mechs.
So... what's the "standard" approach? Is it better to mix it up CQC early? Or is the general strategy to stick to weapons as long as possible before getting into melee?
So... what's the "standard" approach? Is it better to mix it up CQC early? Or is the general strategy to stick to weapons as long as possible before getting into melee?
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Also, thank you, Leraje. Not realizing I had the jump jets, I'd completely borked my strategy. I wasn't even considering the stuff on the far side of the river. The more I look at that, the more I like it. That would have me shooting at the backs of the Man O'War and Thor.
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- Leraje
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Melee range with Manowar in current position would most likely end up with you being sandwiched between it and Summoner.TheMix wrote: ↑Wed Oct 06, 2021 10:04 pmI was trying to keep close enough to melee. The crusader seems to be more of an up close and personal mech (machine guns, lots of armor). Should I not be doing that? If I drop back, it's just the 2 ML and 2 SRMs. I was trying to maximize damage potential. And maybe throw off their game a bit so that they can't focus their fire. I'm certainly open to playing differently. I was just working off the description.Leraje wrote: ↑Wed Oct 06, 2021 10:00 pmHave you considered 2921? It'll give you cover in exchange for some extra heat.TheMix wrote: ↑Wed Oct 06, 2021 9:57 pmI'm leaning towards jumping to the far side of the Man O'War and switching targets. It opens up my back a bit, but maybe not as bad as the Black Hawk moving up from the south.Leraje wrote: ↑Wed Oct 06, 2021 9:52 pmAlas, the camping time is over - too many hostiles in range, so have to start "dancing" nowNickAragua wrote: ↑Wed Oct 06, 2021 9:45 pm But, usually, it's better to move than not move (the exception being, for example, Leraje's position up on top of that hill where he's comfortably sniping away).
@Nick - How would DFA vs Summoner be resolved?
- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
DFA? Direct Fire Attack?
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- Leraje
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
...
I totally forgot about that option. Seems a bit risky to do this early in the fight. Maybe if we knock some of these guys out it would be worth a potential sacrifice play. But certainly worth knowing the rules.
I'm leaning towards jumping over to 2217. Unless someone points out why it's stupid. "3 or more points of woods/smoke *between* you and your target obstructs LOS." Seems like that would get me way more than 3 points from the northern mechs. And the southern ones are mostly busy. It would also force the Man O'War and Thor to decide who to face, with El Guapo in the east and the Awesome to the north.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
DFA vs the Thor would be resolved like in regular tabletop - you can't, since it hasn't moved yet. Usually, it's the kind of move you pull if your mech is about to get blown away anyway and can't retreat, since it also forces you to give up your weapons fire (for some reason I can't fathom).
As for their loadouts, you've seen what they've fired at this point. If I have some extra time, I'll type the stats up, but you can look them up on sarna.net, they're stock loadouts. The ones near you are Thor Prime and Man O' War Prime. The Ryoken and Black Hawk to the south are also Prime. The Mad Cat is a B, while the Loki is a Prime.
To the north, is a pair of Vulture Prime, another Loki Prime; the Ryokens are a Prime and a C, I forget which one is which. The Mad Cats are a Prime and an A, while the Daishi is a Prime.
As for their loadouts, you've seen what they've fired at this point. If I have some extra time, I'll type the stats up, but you can look them up on sarna.net, they're stock loadouts. The ones near you are Thor Prime and Man O' War Prime. The Ryoken and Black Hawk to the south are also Prime. The Mad Cat is a B, while the Loki is a Prime.
To the north, is a pair of Vulture Prime, another Loki Prime; the Ryokens are a Prime and a C, I forget which one is which. The Mad Cats are a Prime and an A, while the Daishi is a Prime.
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Quick recon says the Man O'War is bad news up close - SRMs and AC/5s (oh, AC/5s have a minimum range of 3). The Thor is going to struggle if we get in close. PPC, AC/10, and LRMs. Only the AC/10s can fire at things closer than 3. (Seems odd that AC/10s can hit close up, but AC/5s can't.)
And, of course, there is still melee.
So... move away and potentially let them hit me with everything except the LRMs, or stay in close and get creamed with the AC/10s and the SRMs... and melee. So many "great" choices. Ranged is still probably better since they'll likely split their targets.
And, of course, there is still melee.
So... move away and potentially let them hit me with everything except the LRMs, or stay in close and get creamed with the AC/10s and the SRMs... and melee. So many "great" choices. Ranged is still probably better since they'll likely split their targets.
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- TotallyNotEvil
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Do mind that Clan spec LRMs and PPCs have no minimum range. Neither does the LB-10X.
So getting close is actually making it easier to hit, unless we get real close and everyone is rolling for short range.
>> LICH: Jump to 3420 (which I take won't leave me with my back to everyone else, if I jump), alpha the Thor. If he is at 11 or more hexes away, only use PPC and LRM.
>> ARC-2R: Double LRM the Thor. If the hit needs a 9+, target Man-o-War instead. Move if need be to a better facing. If getting up and moving on top of the hill will make hitting easier, do so.
So getting close is actually making it easier to hit, unless we get real close and everyone is rolling for short range.
>> LICH: Jump to 3420 (which I take won't leave me with my back to everyone else, if I jump), alpha the Thor. If he is at 11 or more hexes away, only use PPC and LRM.
>> ARC-2R: Double LRM the Thor. If the hit needs a 9+, target Man-o-War instead. Move if need be to a better facing. If getting up and moving on top of the hill will make hitting easier, do so.
Last edited by TotallyNotEvil on Thu Oct 07, 2021 11:34 am, edited 1 time in total.
- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Oh. I didn't see that mentioned at the link provided. So maybe that link isn't that useful.TotallyNotEvil wrote: ↑Thu Oct 07, 2021 9:46 am Do mind that Clan spec LRMs and PPCs have no minimum range. Neither does the LB-10X.
So getting close is actually making it easier to hit, unless we get real close and everyone is rolling for short range.
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- TotallyNotEvil
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I always check on sarna.TheMix wrote: ↑Thu Oct 07, 2021 9:58 amOh. I didn't see that mentioned at the link provided. So maybe that link isn't that useful.TotallyNotEvil wrote: ↑Thu Oct 07, 2021 9:46 am Do mind that Clan spec LRMs and PPCs have no minimum range. Neither does the LB-10X.
So getting close is actually making it easier to hit, unless we get real close and everyone is rolling for short range.
Technically, IS ERPPCs don't have minimum ranges either, and all Clan PPCs are of the ER spec. You can see here:
https://www.sarna.net/wiki/Extended_Ran ... tor_Cannon
https://www.sarna.net/wiki/LRM-15
https://www.sarna.net/wiki/LB_10-X_AC
The differences. Clan ERPPC is 50% harder hitting and weights 1 ton less. Clan LRM 15 is half the weight and has no minimum range. The LB-10X is actually very competitive between IS and Clan, with the Clan being 1 ton lighter.
The Thor is actually pretty similar to my Griffin. Same armor and movement profile, same C-ERPPC. But it weights 15 tons more, so tougher internally and stronger melee, while also sporting a Clan LRM 15, letting it pack such an enormous gun as the LB-10X, while I only have an IS LRM 15, but 2 Clan ERMLs, which are disgustingly good as well. It's actually pretty even, even if the Clan, as usual, has the advantage.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Very confusing. I searched for the mechs and then clicked on the links for the weapons listed on their cards. Which apparently took me to different pages. I guess I'll just assume that they will always be able to hit us.TotallyNotEvil wrote: ↑Thu Oct 07, 2021 11:28 amI always check on sarna.TheMix wrote: ↑Thu Oct 07, 2021 9:58 amOh. I didn't see that mentioned at the link provided. So maybe that link isn't that useful.TotallyNotEvil wrote: ↑Thu Oct 07, 2021 9:46 am Do mind that Clan spec LRMs and PPCs have no minimum range. Neither does the LB-10X.
So getting close is actually making it easier to hit, unless we get real close and everyone is rolling for short range.
Technically, IS ERPPCs don't have minimum ranges either, and all Clan PPCs are of the ER spec. You can see here:
https://www.sarna.net/wiki/Extended_Ran ... tor_Cannon
https://www.sarna.net/wiki/LRM-15
https://www.sarna.net/wiki/LB_10-X_AC
The differences. Clan ERPPC is 50% harder hitting and weights 1 ton less. Clan LRM 15 is half the weight and has no minimum range. The LB-10X is actually very competitive between IS and Clan, with the Clan being 1 ton lighter.
The Thor is actually pretty similar to my Griffin. Same armor and movement profile, same C-ERPPC. But it weights 15 tons more, so tougher internally and stronger melee, while also sporting a Clan LRM 15, letting it pack such an enormous gun as the LB-10X, while I only have an IS LRM 15, but 2 Clan ERMLs, which are disgustingly good as well. It's actually pretty even, even if the Clan, as usual, has the advantage.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
So is my Marauder's current space on fire? But it looks like 3020 isn't on fire?
Also, the Thor's taken internal damage - are there game / Clan rules which will cause him to withdraw?
My Marauder will back up to 3020 (if it's not on fire). Then will fire the PPCs and Gauss Rifle at the Thor if he's active / not withdrawing, or alternatively at the Man O War if the Thor is withdrawing.
Kurita Awesome: Run to 3015, torso twist to right, fire PPCs under same rules (Thor if active, Man O' War if not).
Let me know if any of that is stupid.
Also, the Thor's taken internal damage - are there game / Clan rules which will cause him to withdraw?
My Marauder will back up to 3020 (if it's not on fire). Then will fire the PPCs and Gauss Rifle at the Thor if he's active / not withdrawing, or alternatively at the Man O War if the Thor is withdrawing.
Kurita Awesome: Run to 3015, torso twist to right, fire PPCs under same rules (Thor if active, Man O' War if not).
Let me know if any of that is stupid.
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Moving my commands forward since they drifted up the page a ways...
TEAM KURITA
Crusader >> move to 2604; attack anything in range
CRD-3R DECOY >> detonating
TEAM OO
THEMIX >> jump to 2216 (or, I guess 2217, if I don't have the range to reach 2216); face and attack per El Guapo's instructions (Thor or Man O'War depending)
THEMIX DECOY >> detonating
TEAM KURITA
Crusader >> move to 2604; attack anything in range
CRD-3R DECOY >> detonating
TEAM OO
THEMIX >> jump to 2216 (or, I guess 2217, if I don't have the range to reach 2216); face and attack per El Guapo's instructions (Thor or Man O'War depending)
THEMIX DECOY >> detonating
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
The Marauder's current space (2920) is not on fire, just has smoke (which is really the best, as it's even harder to hit you in there).
The "forced withdrawal" rules are in effect for both sides, but the Thor hasn't yet taken enough damage to trigger them. It's basically "lose a torso section", "take internal damage in two torso sections or three limbs", "take many pilot hits", "take an engine + gyro hit or two engine hits" and then there's a bunch of other criteria that are pretty unlikely to get tripped.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Ok, I was just confused by the "Marauder passed through fire this turn so gets two heat" part. Or I guess maybe I was in fire before the last move?NickAragua wrote: ↑Thu Oct 07, 2021 12:09 pmThe Marauder's current space (2920) is not on fire, just has smoke (which is really the best, as it's even harder to hit you in there).
The "forced withdrawal" rules are in effect for both sides, but the Thor hasn't yet taken enough damage to trigger them. It's basically "lose a torso section", "take internal damage in two torso sections or three limbs", "take many pilot hits", "take an engine + gyro hit or two engine hits" and then there's a bunch of other criteria that are pretty unlikely to get tripped.
Also, am I harder to hit standing still or moving? If I move I know I get the Forest Master to hit bonus / penalty. Would I lose the smoke bonus? I wouldn't think so because I think people would still have to shoot through the smoke to hit me?
Also is it overkill to fire both mechs stuff at the Thor? Probably better to make sure that we at least take one mech out?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Question, would it be better to stop in 2915? That would only add +1 instead of +2 to the to hit roll. Though you'd lose one less point for defense (but this is also one of the Kurita mechs, so would it be better to maximize chances to hit?).
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Nick will hopefully clarify. Are all commands put in and then executed? Or is it one at a time? i.e. If I fire first and take out the Thor, will both of El Guapo's mechs retarget? Or will all of us fire with a ton of overkill (hahaha)? Also, I'm assuming that Nick does some analysis of chances to hit and amount of likely damage before he puts in the final commands.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
The +2 heat was from being in the fire on the previous turn.
You're normally harder to hit while moving and easier to hit while standing still. However, the forest ranger SPA changes that calculation a bit.
e.g. if you move 5 hexes, that's a +2 to the target number on attacks vs you (more if you wind up in woods again). You take a +2 to your attacks' target numbers because of running.
if you 'shuffle in place' in a light woods hex, that's a +2 to the target number on attacks vs you. You only take a +1 to your attacks' target numbers, because you just "walked".
As for overkill, "there's no such thing as overkill, there's only 'open fire' and 'I need to reload'".
The way it works in megamek (and technically tabletop) is that you move your units one at a time (in actual games, the movement is interweaved between the two sides, so clans-is-clans-is-clans-is etc). Once movement is done, then all firing is declared. Once everyone has declared their attacks, they are resolved simultaneously. So, you can't cancel an attack or redirect it once the target is "done".
Awesome to 3015 is a moot point, since it only has 5 MP and it'd cost 7 to get in there (1 for the turn left, 1 for moving into clear hex, 2 for moving into light woods, 3 for moving into heavy woods), so it's stopping in 2915 anyway.
You're normally harder to hit while moving and easier to hit while standing still. However, the forest ranger SPA changes that calculation a bit.
e.g. if you move 5 hexes, that's a +2 to the target number on attacks vs you (more if you wind up in woods again). You take a +2 to your attacks' target numbers because of running.
if you 'shuffle in place' in a light woods hex, that's a +2 to the target number on attacks vs you. You only take a +1 to your attacks' target numbers, because you just "walked".
As for overkill, "there's no such thing as overkill, there's only 'open fire' and 'I need to reload'".
The way it works in megamek (and technically tabletop) is that you move your units one at a time (in actual games, the movement is interweaved between the two sides, so clans-is-clans-is-clans-is etc). Once movement is done, then all firing is declared. Once everyone has declared their attacks, they are resolved simultaneously. So, you can't cancel an attack or redirect it once the target is "done".
Awesome to 3015 is a moot point, since it only has 5 MP and it'd cost 7 to get in there (1 for the turn left, 1 for moving into clear hex, 2 for moving into light woods, 3 for moving into heavy woods), so it's stopping in 2915 anyway.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
If I understood correctly, we are likely going to need to defer to Nick for the actual fire targets. With the idea that we would like to insure that the Thor is down, but would also like to potentially hit the Man O'War as well. I think we have 3 mechs currently targeting those two Clan mechs.
I'll have to scroll back and look, but from the map, it looks like Isg and Lich may have other things on their minds.
I'll have to scroll back and look, but from the map, it looks like Isg and Lich may have other things on their minds.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Just waiting for Isgrimnur and Moley.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
2922, engage best target
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
The wreck doesn't block your movement, but the 2x heavy woods in the way block LOS to the target, if you want to change that move (you do have other targets you can shoot at though).
The Mackie can't get to 2624, but the alternate orders will work.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
You're one short, since *that* Crusader doesn't have jump jets.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
You're one hex short, due to -1MP heat penalty.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
How about moving Warhammer-K to 2007 and lighting up that Loki in hex 1608?NickAragua wrote: ↑Fri Oct 08, 2021 10:15 amThe wreck doesn't block your movement, but the 2x heavy woods in the way block LOS to the target, if you want to change that move (you do have other targets you can shoot at though).
The Mackie can't get to 2624, but the alternate orders will work.
And whatever alternate move I can make to target that Black Hawk in 2627
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I guess 2704 then. It's more exposed, but I think there are enough woods to the west to mess with any targeting.NickAragua wrote: ↑Fri Oct 08, 2021 10:18 amYou're one short, since *that* Crusader doesn't have jump jets.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
TheMix jumps across the river, firing at the Man O' War with short range weapons and throwing some LRMs in there as well. The streak SRMs perform well, and a laser melts some armor off, but the 80-tonner shrugs it off. Our mechwarrior notes with dismay that the Thor has jumped west behind him, but thankfully, the enemy mechwarrior targets Isgrimnur as he moves the Thug forward, facing its back away from the nearby Mad Cat just in case. Isgrimnur's PPCs and SRMs carve great chunks out of the Man O' War's armor.
El Guapo also fires at the Man O' War, blasting it with both PPCs and a gauss slug, the latter ripping through the 80-ton mech's left shoulder joint and severing the arm entirely. The Kurita Awesome from the north adds a pair of PPCs, breaching the right torso armor, as does the Kurita Archer from on top of the hill. It's a little harder to shrug off all that firepower, and the mech briefly drops to a knee before getting up and breaking off to the north.
At that point, one of the disabled Kurita LoaderMechs blows, sending little chunks at TheMix and the nearby Phoenix Hawk, while peppering the Thor landing nearby as well. It's a little underwhelming, to be honest, the SRMs from the battle armor do more to take armor off the Crusader (and that's with the anti-missile system firing up and swatting the first couple of warheads).
TheMix's relief is short-lived as the 65-ton mech lurches forward, large lasers having pierced the rear armor on both the head and center torso. Warning lights add to the mechwarrior's growing headache, as the mech's computer helpfully informs him that "engine damage: critical". Our mechwarrior barely manages to step forward to avoid having the mech faceplant entirely, and just winds up taking a knee, sniffing briefly at what he's pretty sure is burnt skin.
On the plus side, it appears that the mechwarrior inside the Thor isn't too familiar with physical combat, as his much more nimble Phoenix Hawk opponent is able to get a free kick off on the heavier mech's right leg, stripping a good amount of armor from it. The Thor leaps northeast, meeting up with the heavily damaged Man O' War.
Our southern self-destructing LoaderMechs take out the Elementals before they can get a good look inside the cockpit, which is just as well.
Moley continues harassing the Nobori-Nin, scoring four laser hits to melt off additional armor, although unable to further exploit the armor breach. WestOrEast helps with a PPC blast to the center of mass also, cringing as a pulse laser from the Mad Cat to the west takes a good chunk of center torso armor off while a gauss slug angles off the right torso.
Siljanus fires at the approaching Black Hawk, blasting armor off with PPCs, while a gauss slug spangs off its right side at an oblique angle. Our mechwarrior's amusement at watching the Black Hawk disable the left leg on El Guapo's untouched decoy is somewhat reduced by some LBX pellets from the Nobori-Nin dinging the Mackie's head, rattling him around a little. He also looks with some concern at the Black Hawk as it gets ready to zip in and possibly drop some toads nearby.
Leraje briefly grazes the Loki's head with a laser, the other blast taking some small amount of armor off the center torso. Stefan runs forward, engaging the mech with the Trebuchet's medium lasers to take some small amount of armor off, but it's pretty elusive, returning fire with a PPC, lasers and a streak SRM salvo to disable the left arm LRM launcher.
To the north, the Kurita forces advance, engaging the clan mechs. A massive explosion signals the demise of the damaged Warhammer, as it appears the Smoke Jaguar Vulture pierced its right torso with a large pulse laser, lighting up the ammo bin. Other than that, they seem to be doing ok though.
Current battlefield state:
Raw firing/physical/heat data:
Status update:
El Guapo decoy left leg destroyed
TheMix Crusader: armor breach - center torso rear, head. hull down (may get up at a cost of 2MP with a successulf piloting roll)
Man O' War: right arm destroyed, right torso breach, hull down.
Target modifiers:
Daishi: +1
Ryoken 1410: +3
Vulture 1213: 0
Vulture 1209: +1
Loki 1806: +2
Mad Cat 2003: +4
Ryoken 2702: +3
Thor: +5
Man O' War: +2
Nobori-Nin: +4
Mad Cat 2532: +2
Ryoken 2231: +3
Loki 2929: +1
Objective update:
Elemental point destroyed
Kurita Warhammer WHM-6R destroyed
Clan units destroyed or forced to withdraw: 1/20
Allied units destroyed or forced to withdraw: 1/21
Black Hawk is an ACE this turn and will move after all our units have moved.
El Guapo also fires at the Man O' War, blasting it with both PPCs and a gauss slug, the latter ripping through the 80-ton mech's left shoulder joint and severing the arm entirely. The Kurita Awesome from the north adds a pair of PPCs, breaching the right torso armor, as does the Kurita Archer from on top of the hill. It's a little harder to shrug off all that firepower, and the mech briefly drops to a knee before getting up and breaking off to the north.
At that point, one of the disabled Kurita LoaderMechs blows, sending little chunks at TheMix and the nearby Phoenix Hawk, while peppering the Thor landing nearby as well. It's a little underwhelming, to be honest, the SRMs from the battle armor do more to take armor off the Crusader (and that's with the anti-missile system firing up and swatting the first couple of warheads).
TheMix's relief is short-lived as the 65-ton mech lurches forward, large lasers having pierced the rear armor on both the head and center torso. Warning lights add to the mechwarrior's growing headache, as the mech's computer helpfully informs him that "engine damage: critical". Our mechwarrior barely manages to step forward to avoid having the mech faceplant entirely, and just winds up taking a knee, sniffing briefly at what he's pretty sure is burnt skin.
On the plus side, it appears that the mechwarrior inside the Thor isn't too familiar with physical combat, as his much more nimble Phoenix Hawk opponent is able to get a free kick off on the heavier mech's right leg, stripping a good amount of armor from it. The Thor leaps northeast, meeting up with the heavily damaged Man O' War.
Our southern self-destructing LoaderMechs take out the Elementals before they can get a good look inside the cockpit, which is just as well.
Moley continues harassing the Nobori-Nin, scoring four laser hits to melt off additional armor, although unable to further exploit the armor breach. WestOrEast helps with a PPC blast to the center of mass also, cringing as a pulse laser from the Mad Cat to the west takes a good chunk of center torso armor off while a gauss slug angles off the right torso.
Siljanus fires at the approaching Black Hawk, blasting armor off with PPCs, while a gauss slug spangs off its right side at an oblique angle. Our mechwarrior's amusement at watching the Black Hawk disable the left leg on El Guapo's untouched decoy is somewhat reduced by some LBX pellets from the Nobori-Nin dinging the Mackie's head, rattling him around a little. He also looks with some concern at the Black Hawk as it gets ready to zip in and possibly drop some toads nearby.
Leraje briefly grazes the Loki's head with a laser, the other blast taking some small amount of armor off the center torso. Stefan runs forward, engaging the mech with the Trebuchet's medium lasers to take some small amount of armor off, but it's pretty elusive, returning fire with a PPC, lasers and a streak SRM salvo to disable the left arm LRM launcher.
To the north, the Kurita forces advance, engaging the clan mechs. A massive explosion signals the demise of the damaged Warhammer, as it appears the Smoke Jaguar Vulture pierced its right torso with a large pulse laser, lighting up the ammo bin. Other than that, they seem to be doing ok though.
Current battlefield state:
Spoiler:
Spoiler:
El Guapo decoy left leg destroyed
TheMix Crusader: armor breach - center torso rear, head. hull down (may get up at a cost of 2MP with a successulf piloting roll)
Man O' War: right arm destroyed, right torso breach, hull down.
Target modifiers:
Daishi: +1
Ryoken 1410: +3
Vulture 1213: 0
Vulture 1209: +1
Loki 1806: +2
Mad Cat 2003: +4
Ryoken 2702: +3
Thor: +5
Man O' War: +2
Nobori-Nin: +4
Mad Cat 2532: +2
Ryoken 2231: +3
Loki 2929: +1
Objective update:
Elemental point destroyed
Kurita Warhammer WHM-6R destroyed
Clan units destroyed or forced to withdraw: 1/20
Allied units destroyed or forced to withdraw: 1/21
Black Hawk is an ACE this turn and will move after all our units have moved.
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