Let's Play Together: GM'd Battletech via MegaMek XII
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Kurita Awesome - turn and back up into 3015 (do I have the movement for that?) and fire at the Man O' War. Can I hit him in the back?
Marauder - move to whatever part of the forest gives me the best smoke cover (probably stay in place?) face south, and fire at one of the Loki, Black Hawk, or Elementals depending on what's the easiest to hit after the Black Hawk moves.
Marauder - move to whatever part of the forest gives me the best smoke cover (probably stay in place?) face south, and fire at one of the Loki, Black Hawk, or Elementals depending on what's the easiest to hit after the Black Hawk moves.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Not quite enough to back up into hvy woods (2MP to rotate, 3 MP to enter heavy woods).
Rear arcs are a little restricted, and look like this:
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Ok, so the Kurita will go to the forest space that gives it the best defense bonus.NickAragua wrote:Not quite enough to back up into hvy woods (2MP to rotate, 3 MP to enter heavy woods).
Rear arcs are a little restricted, and look like this:
Seems like the Marauder might be able to hit in the back? If so he'll take back shots if he has a decent to hit number.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Oh and I want to
trigger my decoy mech
trigger my decoy mech
- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
TheMix levers the Crusader up, moving northwest into some better cover and symbolically firing some LRMs at the Vulture that's targeted him. This throws the clan mechwarrior off enough that the Vulture is unable to scorea ny hits with its pulse lasers. The Kurita BattleMaster to the north moves up to target the hilltop mech, breaching the reverse-legged 60-tonner's right arm armor with laser blasts and a PPC shot, but a Mad Cat runs in behind it and blasts it in the rear with lasers and MGs, lighting off the SRM ammo bin. The mech explodes, sending its left arm spinning off into the distance and the ejection seat into the air while the rest of the hulk collapses.
Isgrimnur jumps north while Siljanus backs up, leaving the Black Hawk without an opening to get at Siljanus, who backs up as well. The lighter enemy mech jumps backwards, snapping off a few shots at WestOrEast instead. Siljanus, however, keeps the targeting reticle on the squat enemy mech, ignoring the SRMs coming from nearby Elementals, while Isgrimnur absorbs pulse lasers and LBX pellets from the Nobori-Nin. Siljanus' shots are still disrupted though, only inflicting symbolic damage.
El Guapo's mech continues informing him about climbing reactor temperatures as our mechwarrior keeps blasting away at the Man O' War attempting its escape. The Man O' War mostly makes it out, only taking a grazing shot to the back of the head from a PPC. And a PPC from the nearby Kurita Awesome to the center torso. A Kurita Phoenix Hawk jumps in as well, adding lasers and machine guns to the incoming firepower, but the mech remains upright. Until the Phoenix Hawk delivers a kick to the assault mech's right leg during an inopportune moment, cracking the hip joint and sending it to the ground.
WestOrEast and Leraje continue hammering the Loki as it tries to move into the woods for some kind of cover, WestOrEast bringing the Hatamoto-Hi's pulse lasers into action while giving one of the PPCs a break - the pulse lasers are less accurate at their maximum range, but will inflict more damage overall. Stefan and Lich join in as well, Lich's cockpit turning into a sauna as the Griffin's weapons put out more heat than even the upgraded double heat sinks can handle. Leraje focuses the Black Knight's large lasers on the Loki, blasting through the center torso armor, the enemy mech's temperature shooting up as its engine shielding is melted away. WestOrEast is unable to fully capitalize on the breach, but still scores several armor hits, and the Loki is in trouble, stumbling to the ground as additional shots from Lich and Stefan come in.
Stefan's Trebuchet eats lasers and a salvo of streak SRMs, but its armor holds up, except for the already breached left arm hanging on by a couple of loose myomer bundles.
Moley runs in behind the Mad Cat to the south, intending to push it into the river while firing LRMs at the Ryoken to the southwest. Said Ryoken blasts our Thunderbolt in the face with an extended range laser as it swings its arm around, making our mechwarrior see stars. WestOrEast takes a gauss slug and a pulse laser from Moley's target Mad Cat, as well as some LRMs, the Hatamoto-Hi's armor holding up, while Moley takes a few pings from the 75-tonner's small pulse laser mounted in an arm reaching backwards. A few nearby Elementals unload SRMs at our Thunderbolt as well, peppering the 65-ton mech's armor. All this prevents Moley from scoring any weapons hits, although he does manage to land a solid kick on the Mad Cat after it avoids his pushing attempts, stripping most of the armor from its left leg.
To the north, the Orion and Crusader team up on the Ryoken that appears to have overreached a little. The clan 55-tonner blasts the Crusader with its lasers, frying the heavy mech's left foot actuator and the leg-mounted SRM launcher (not a big loss on a standard Crusader - it couldn't fire all those guns anyway), while avoiding the Orion's shots. The Ryoken ducks under the Crusader's less-than-effective kick, the foot actuator damage impairing the attack, but catches a boot to the chest from the Orion, exposing its center torso.
Current battlefield state:
Raw firing/heat/melee data:
Mech Status Update:
Lich: -1 MP due to heat
El Guapo: -1 MP due to heat
Kurita Crusader: -1 MP due to foot actuator damage. Running movement requires PSR with +1 penalty. SRM/6 launcher destroyed.
TheMix: engine hit, +5 heat per turn
Leraje: -1 MP due to heat
Objective update:
2/21 allied units destroyed (+BattleMaster)
Target mods (do not include intervening terrain or attacker mods):
Mad Cat 1933: +2
Ryoken 1730: +3
All Elementals: +4
Black Hawk: +4
Nobori-Nin: +2
Loki 2731: +1
Vulture 1213: +0
Vulture 1212: +3
Loki 1409: +2
Mad Cat 1509: +2
Daishi: +1
Mad Cat 1705: +1
Ryoken 1805: +3
Ryoken 3404: +3
Thor: +4
Man O' War: +3
Isgrimnur jumps north while Siljanus backs up, leaving the Black Hawk without an opening to get at Siljanus, who backs up as well. The lighter enemy mech jumps backwards, snapping off a few shots at WestOrEast instead. Siljanus, however, keeps the targeting reticle on the squat enemy mech, ignoring the SRMs coming from nearby Elementals, while Isgrimnur absorbs pulse lasers and LBX pellets from the Nobori-Nin. Siljanus' shots are still disrupted though, only inflicting symbolic damage.
El Guapo's mech continues informing him about climbing reactor temperatures as our mechwarrior keeps blasting away at the Man O' War attempting its escape. The Man O' War mostly makes it out, only taking a grazing shot to the back of the head from a PPC. And a PPC from the nearby Kurita Awesome to the center torso. A Kurita Phoenix Hawk jumps in as well, adding lasers and machine guns to the incoming firepower, but the mech remains upright. Until the Phoenix Hawk delivers a kick to the assault mech's right leg during an inopportune moment, cracking the hip joint and sending it to the ground.
WestOrEast and Leraje continue hammering the Loki as it tries to move into the woods for some kind of cover, WestOrEast bringing the Hatamoto-Hi's pulse lasers into action while giving one of the PPCs a break - the pulse lasers are less accurate at their maximum range, but will inflict more damage overall. Stefan and Lich join in as well, Lich's cockpit turning into a sauna as the Griffin's weapons put out more heat than even the upgraded double heat sinks can handle. Leraje focuses the Black Knight's large lasers on the Loki, blasting through the center torso armor, the enemy mech's temperature shooting up as its engine shielding is melted away. WestOrEast is unable to fully capitalize on the breach, but still scores several armor hits, and the Loki is in trouble, stumbling to the ground as additional shots from Lich and Stefan come in.
Stefan's Trebuchet eats lasers and a salvo of streak SRMs, but its armor holds up, except for the already breached left arm hanging on by a couple of loose myomer bundles.
Moley runs in behind the Mad Cat to the south, intending to push it into the river while firing LRMs at the Ryoken to the southwest. Said Ryoken blasts our Thunderbolt in the face with an extended range laser as it swings its arm around, making our mechwarrior see stars. WestOrEast takes a gauss slug and a pulse laser from Moley's target Mad Cat, as well as some LRMs, the Hatamoto-Hi's armor holding up, while Moley takes a few pings from the 75-tonner's small pulse laser mounted in an arm reaching backwards. A few nearby Elementals unload SRMs at our Thunderbolt as well, peppering the 65-ton mech's armor. All this prevents Moley from scoring any weapons hits, although he does manage to land a solid kick on the Mad Cat after it avoids his pushing attempts, stripping most of the armor from its left leg.
To the north, the Orion and Crusader team up on the Ryoken that appears to have overreached a little. The clan 55-tonner blasts the Crusader with its lasers, frying the heavy mech's left foot actuator and the leg-mounted SRM launcher (not a big loss on a standard Crusader - it couldn't fire all those guns anyway), while avoiding the Orion's shots. The Ryoken ducks under the Crusader's less-than-effective kick, the foot actuator damage impairing the attack, but catches a boot to the chest from the Orion, exposing its center torso.
Current battlefield state:
Spoiler:
Raw firing/heat/melee data:
Spoiler:
Lich: -1 MP due to heat
El Guapo: -1 MP due to heat
Kurita Crusader: -1 MP due to foot actuator damage. Running movement requires PSR with +1 penalty. SRM/6 launcher destroyed.
TheMix: engine hit, +5 heat per turn
Leraje: -1 MP due to heat
Objective update:
2/21 allied units destroyed (+BattleMaster)
Target mods (do not include intervening terrain or attacker mods):
Mad Cat 1933: +2
Ryoken 1730: +3
All Elementals: +4
Black Hawk: +4
Nobori-Nin: +2
Loki 2731: +1
Vulture 1213: +0
Vulture 1212: +3
Loki 1409: +2
Mad Cat 1509: +2
Daishi: +1
Mad Cat 1705: +1
Ryoken 1805: +3
Ryoken 3404: +3
Thor: +4
Man O' War: +3
Last edited by NickAragua on Tue Oct 12, 2021 2:54 pm, edited 3 times in total.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
While I ponder other moves, seems worth it to detonate my decoy mech. I notice it's prone but I think I missed where it became prone - are the elementals next to it going after it / "swarming" it?
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Pretty sure the Black Hawk lasered one of its legs off. The elementals are ignoring it.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
One question - is the space where my Marauder is on fire? Looks like there's some red / pink beneath it.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
So they probably won't be next to it when the decoy detonates, then?NickAragua wrote: ↑Tue Oct 12, 2021 2:04 pm Pretty sure the Black Hawk lasered one of its legs off. The elementals are ignoring it.
Also, I assume no one else on the battlefield is paying attention to it? Seems worth detonating regardless in the hopes that someone is next to it, since I can't imagine spending a turn moving it.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Yeah, the fire spread, I believe. And yeah, everyone is basically ignoring your decoy at this point.
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- TotallyNotEvil
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
One of these days I'm going to roll exactly average, and it will look mighty impressive.
In other news, our Kurita budies really can't be losing Warhammers and Orions like these, or we will soon find ourselves heavily outnumbered.
The Thor is in position to backstab the Kurita Awesome, don't let that happen.
Guapo, maybe detonate your decoy? Hopefully it hurts those toads right beside it.
Nick, what's the to-hit on the Thor and Man-o-War?
Also, do MP penalties from heat affect jumping? If no, I think I could get within 7 squares of the Loki's rear with no intervening cover, by jumping to 3427, right?
@edit: Also, do we have the fancy helmets that let us split fire? If yes, or if we can do it at a penalty, what is it?
In other news, our Kurita budies really can't be losing Warhammers and Orions like these, or we will soon find ourselves heavily outnumbered.
The Thor is in position to backstab the Kurita Awesome, don't let that happen.
Guapo, maybe detonate your decoy? Hopefully it hurts those toads right beside it.
Nick, what's the to-hit on the Thor and Man-o-War?
Also, do MP penalties from heat affect jumping? If no, I think I could get within 7 squares of the Loki's rear with no intervening cover, by jumping to 3427, right?
@edit: Also, do we have the fancy helmets that let us split fire? If yes, or if we can do it at a penalty, what is it?
- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Updated the main post: +4 and +3 respectively.
MP penalties from heat do not affect jump MP.
You can split fire at any time, but for secondary targets you get a +1 penalty to your TN. And also the "primary" target has to be in your front arc.
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- TotallyNotEvil
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Huh, how are they getting +4s? That's jumping at least 7 or moving 10, and neither Thor or Black Hawk are that fast.NickAragua wrote: ↑Tue Oct 12, 2021 2:43 pmUpdated the main post: +4 and +3 respectively.
MP penalties from heat do not affect jump MP.
You can split fire at any time, but for secondary targets you get a +1 penalty to your TN. And also the "primary" target has to be in your front arc.
- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I'm including the modifiers for the woods they're in, since there's no way for any of you (except Leraje with the Black Knight's active probe) to ignore those.TotallyNotEvil wrote: ↑Tue Oct 12, 2021 2:47 pm Huh, how are they getting +4s? That's jumping at least 7 or moving 10, and neither Thor or Black Hawk are that fast.
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- TotallyNotEvil
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Ahh, gotcha.NickAragua wrote: ↑Tue Oct 12, 2021 2:48 pmI'm including the modifiers for the woods they're in, since there's no way for any of you (except Leraje with the Black Knight's active probe) to ignore those.TotallyNotEvil wrote: ↑Tue Oct 12, 2021 2:47 pm Huh, how are they getting +4s? That's jumping at least 7 or moving 10, and neither Thor or Black Hawk are that fast.
Is the first health bar their remaining armor, with the second remaining structure?
- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Exactly.TotallyNotEvil wrote: ↑Tue Oct 12, 2021 2:52 pm Is the first health bar their remaining armor, with the second remaining structure?
Also, some status updates for mech heat and damage effects in the main post.
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I would just like to say that it's nice to see the Clan mechs missing a bit. I was looking at the rolls. They even missed some "easy" ones. I'll take what I can get.
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- TotallyNotEvil
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Ok people, we need to start going at it seriously, as we've lost some heavy Kurita metal while barely scratching the clanners, and they've got some scary mechs up there.
Here's what I'm thinking:
DECOYS
Guapo and Isgrimmur could blow decoys, I believe the detonation hits the surrounding squares. Hurt those elementals a bit.
KURITAS
I believe the Crusader and Orion could turn around and alpha the back of the Ryoken, that's a super clean shot. Might need to do a tiny bit of moving to get in the very strict rear firing arc, but that's a golden chance.
Phoenix Hawk should try to finish the Man-O-War with all the guns and more kicking. My Archer will help.
Tbh, we are really quite fucked on this side. They have more mechs, and significantly better ones. We need to start taking their units off the field, and fast.
The Awesome fucked up a bit, ngl. That was a perfect chance to finish off the Man-o-War, now it doesn't have good moves. It has to move around, or it will get deleted from two backstabs. If it were me, I'd trust the hefty armor, get out to 6 squares of the Man-o-War and fire two PPCs from short range into it while avoiding the intervening woods, as there's a free corridor. Nothing's in position to hit your back from the south quite yet.
The Wolverine could Move (not Run) to 1514 I think, facing north, and unload on the back of the 1509 Mad Cat. It's unfortunately the shit Wolverine, so it has zero big guns, but we might get lucky and hit an ML and a couple of SRMs in the same spot. I don't know if the two-level difference would give it protection from the 1212 Vulture, but it needs a miracle to not die regardless.
Hm, the Wolverine looks to be in the rear-hitting arc of the Mad Cat already. I don't think the Shadow Hawk is in position to get to where the Wolverine is, right? One short for jumping, and walking costs... a lot of movement now that I'm mathing it out. I think it could jump 2810 and shot&kick the Thor. I don't expect it to do much, but hey, a lucky kick can happen.
The Wolf Trap is actually pretty good. It's fast and hits hard, but this dense terrain doesn't favor a non-jumping light. It could move way north, to 2003, fire MLs and LB-10 at the 1705 Mad Cat and LRMs at the 1509 one. Hell, it could melee the 1705 Mad Cat, but it's quite possibly die to the Daishi.
The Marauder could probably get into the woods right in front of it and also fire at the 1705 Mad Cat. The idea for it and the Wolf Trap is to keep in short range to hopefully hit something.
Thud I don't know. It's brawling. I'd say it should target either of the Mad Cats. They are close, possibly short-range-for-LL close for the one on 1509 after moving.
OVERLORDS
Isgrimmur, you look like you could move, SRM6x2 + kick the Nobori-Nin at a measly 7+, while maybe PPC-ing the Black Hawk as a secondary target (it's a 10+ if I did the math right, but you have a lot of cooling).
Mix, I believe 1814 is in the rear arc of the 1509 Mad Cat. A fine place to unload everything into.
Moley, you are in a bit of a pickle. I'm pretty sure the Loki in front of you is going to die this turn, but it can still shoot before dying. Maybe play it conservatively and jump to 2829 to help finish it off? Or hey, maybe 2232 while keeping your back to the wall and the many woods, to keep advancing and putting on pressure.
West, Steffan, Leraje, we don't have much to shoot at but that Loki, so let's finally finish it. We should start moving West, we are too far back I think.
I'm going to jump to 3427 and ERPPC the Loki's back from short range, counting on you guys to finish it off. Need to bleed the heat.
Siljannus, you are a crack-shot. Just by moving a bit forward and all your guns have medium range and perfect LOS to the 1730 Ryoken. That'd be hitting on 6s with very big guns.
Guapo, maybe turn around and help Siljannus work on the 1730 Ryoken? The smoke will stop backstabs from the Thor and Man-o-War, and you got an even scarier loadout. I think you could move to behind Siljannus and also be withing medium range of all your big guns.
Nick, what's the Archer's final to hit on the Ryoken at 3404? What would be the easiest targets for its LRMs?
Thoughts? I think we have pretty good odds of taking down the Man-o-War and the southern Loki, and the Nobori-nin isn't long from this world with double SRM6s and an Assault's kick. Moley jumping kind of backwards puts him in position to threaten a backstab on the Mad Cat next round. The 1730 Ryoken might get sufficiently fucked up to run, given the amount of dakka on its way from ace pilots.
Up top, double alphas into the fleeing Ryoken could honestly take it out. Rear armor is thin, there are no woods in the way and the mechs are good.
Black Hawk and Thor are too hard to hit.
The 1509 Mad Cat could blow up too from Mix and the Wolverine hitting its hear, and maybe the Thud. could add something to it as well.
Honestly, a lot could go very right for us this round. We just need dem rolls.
Here's what I'm thinking:
DECOYS
Guapo and Isgrimmur could blow decoys, I believe the detonation hits the surrounding squares. Hurt those elementals a bit.
KURITAS
I believe the Crusader and Orion could turn around and alpha the back of the Ryoken, that's a super clean shot. Might need to do a tiny bit of moving to get in the very strict rear firing arc, but that's a golden chance.
Phoenix Hawk should try to finish the Man-O-War with all the guns and more kicking. My Archer will help.
Tbh, we are really quite fucked on this side. They have more mechs, and significantly better ones. We need to start taking their units off the field, and fast.
The Awesome fucked up a bit, ngl. That was a perfect chance to finish off the Man-o-War, now it doesn't have good moves. It has to move around, or it will get deleted from two backstabs. If it were me, I'd trust the hefty armor, get out to 6 squares of the Man-o-War and fire two PPCs from short range into it while avoiding the intervening woods, as there's a free corridor. Nothing's in position to hit your back from the south quite yet.
The Wolverine could Move (not Run) to 1514 I think, facing north, and unload on the back of the 1509 Mad Cat. It's unfortunately the shit Wolverine, so it has zero big guns, but we might get lucky and hit an ML and a couple of SRMs in the same spot. I don't know if the two-level difference would give it protection from the 1212 Vulture, but it needs a miracle to not die regardless.
Hm, the Wolverine looks to be in the rear-hitting arc of the Mad Cat already. I don't think the Shadow Hawk is in position to get to where the Wolverine is, right? One short for jumping, and walking costs... a lot of movement now that I'm mathing it out. I think it could jump 2810 and shot&kick the Thor. I don't expect it to do much, but hey, a lucky kick can happen.
The Wolf Trap is actually pretty good. It's fast and hits hard, but this dense terrain doesn't favor a non-jumping light. It could move way north, to 2003, fire MLs and LB-10 at the 1705 Mad Cat and LRMs at the 1509 one. Hell, it could melee the 1705 Mad Cat, but it's quite possibly die to the Daishi.
The Marauder could probably get into the woods right in front of it and also fire at the 1705 Mad Cat. The idea for it and the Wolf Trap is to keep in short range to hopefully hit something.
Thud I don't know. It's brawling. I'd say it should target either of the Mad Cats. They are close, possibly short-range-for-LL close for the one on 1509 after moving.
OVERLORDS
Isgrimmur, you look like you could move, SRM6x2 + kick the Nobori-Nin at a measly 7+, while maybe PPC-ing the Black Hawk as a secondary target (it's a 10+ if I did the math right, but you have a lot of cooling).
Mix, I believe 1814 is in the rear arc of the 1509 Mad Cat. A fine place to unload everything into.
Moley, you are in a bit of a pickle. I'm pretty sure the Loki in front of you is going to die this turn, but it can still shoot before dying. Maybe play it conservatively and jump to 2829 to help finish it off? Or hey, maybe 2232 while keeping your back to the wall and the many woods, to keep advancing and putting on pressure.
West, Steffan, Leraje, we don't have much to shoot at but that Loki, so let's finally finish it. We should start moving West, we are too far back I think.
I'm going to jump to 3427 and ERPPC the Loki's back from short range, counting on you guys to finish it off. Need to bleed the heat.
Siljannus, you are a crack-shot. Just by moving a bit forward and all your guns have medium range and perfect LOS to the 1730 Ryoken. That'd be hitting on 6s with very big guns.
Guapo, maybe turn around and help Siljannus work on the 1730 Ryoken? The smoke will stop backstabs from the Thor and Man-o-War, and you got an even scarier loadout. I think you could move to behind Siljannus and also be withing medium range of all your big guns.
Nick, what's the Archer's final to hit on the Ryoken at 3404? What would be the easiest targets for its LRMs?
Thoughts? I think we have pretty good odds of taking down the Man-o-War and the southern Loki, and the Nobori-nin isn't long from this world with double SRM6s and an Assault's kick. Moley jumping kind of backwards puts him in position to threaten a backstab on the Mad Cat next round. The 1730 Ryoken might get sufficiently fucked up to run, given the amount of dakka on its way from ace pilots.
Up top, double alphas into the fleeing Ryoken could honestly take it out. Rear armor is thin, there are no woods in the way and the mechs are good.
Black Hawk and Thor are too hard to hit.
The 1509 Mad Cat could blow up too from Mix and the Wolverine hitting its hear, and maybe the Thud. could add something to it as well.
Honestly, a lot could go very right for us this round. We just need dem rolls.
Last edited by TotallyNotEvil on Tue Oct 12, 2021 4:36 pm, edited 1 time in total.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I have zero problems having my P. hawk jumping up and down on the Man-O-War and it seems that even one or two hits will take it out of the fight for good. And I think it is time to move my H-H west, at the very least to the river. And since the Loki is the only mech in range for most of my guns, it makes sense to fire at it.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I was going to try to make my way to a spot where I could finish off that Black Hawk but didn’t notice that Ryoken lurking by that hill (thanks for pointing it out!) So…
Mackie moves to hex 2824 and fires at Ryoken in hex 1730.
Don’t feel like dying from a thousand cuts from those Elementals in the area so hopefully those decoys can winnow them down a little by blowing themselves up.
Mackie moves to hex 2824 and fires at Ryoken in hex 1730.
Don’t feel like dying from a thousand cuts from those Elementals in the area so hopefully those decoys can winnow them down a little by blowing themselves up.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
For the Kurita Crusader, it looks like the Ryoken is 6 away. So if it just turns and fires, that's medium range for the 2ML and the one remaining SRM? Is it worth trying to move also? I think getting to short range is probably out? Or could I get it to 3403 with 4 movement? I don't think so. That's 3 for the hexes + 1 for the change in elevation + 1? 2? for the turning? If it turns to the southeast, that would give it some protection from being shot in the back right (looking at the Clan mechs to the west)? If it turned and moved up one or two, that looks like it would make the back more open.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
How much does that leave me open to the two Vultures? My back may not be exposed, but that's a lot of firepower. And my only defense is moving. The tree cover won't matter since they are above me.TotallyNotEvil wrote: ↑Tue Oct 12, 2021 4:20 pm Mix, I believe 1814 is in the rear arc of the 1509 Mad Cat. A fine place to unload everything into.
So, the question is, is my possibly taking out the Mad Cat (though I only have 2 ML and the Streak SRMs), worth us losing me?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Looks like 9 or 10+ (4 gunnery + 3 target move mod + 2 range + 1 intervening woods maybe (? the LOS tool is being dumb)). Man O' War is looking like 8+.TotallyNotEvil wrote: ↑Tue Oct 12, 2021 4:20 pm Nick, what's the Archer's final to hit on the Ryoken at 3404? What would be the easiest targets for its LRMs?
Note that Wolverine, Marauder, T-Bolt and Wolf Trap have already moved.
The Shadow Hawk is actually 5/8/3 (because it's a Shadow Hawk), but it can probably get to melee range of the Man O War via ground movement.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Wait, has the northeastern Ryoken not moved yet? If it moves at any further away, I doubt the Kurita Crusader will have any chance to hit.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
It's moved. No ace this turn.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Whew. Okay.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
So...
Kurita Crusader > turn and attack Ryoken 3404 *Turning amount and additional positioning as suggested by the numbers for best outcome.
Kurita Crusader > turn and attack Ryoken 3404 *Turning amount and additional positioning as suggested by the numbers for best outcome.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Oh. I just noticed the hill between the K. Crusader and the Clan mechs to the west. That may mean no LOS anyway.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
BL-KNT >> 3929, face NW, fire ErLL x2 @ Hellbringer 2731 or Manowar 2812
ON1-K >> 3002, fire @ Stormcrow 3404
ON1-K >> 3002, fire @ Stormcrow 3404
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
>LICH: Jump to 3427, ERML x2 on the Loki @2731
>ARC-2R: LRM x1 the Man-o-War
>ARC-2R: LRM x1 the Man-o-War
Did you lose the LRMs? I thought you only had a head hit.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
The info posted at the beginning said the minimum range on LRMs is 7. If I move away to get to 7, then everything else moves to long range.
Edit: Whoops. I was looking at the other Crusader. And may also have been confusing the two when I wrote that post. So I would be at range 7.
Edit: Whoops. I was looking at the other Crusader. And may also have been confusing the two when I wrote that post. So I would be at range 7.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
The point still stands somewhat. It's hard for me to gauge, but it feels risky. It'll be me and the wolverine potentially against 4 Clan mechs. And I'm not in great shape.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Yeah, those two vultures without minimum range on LRMs are quite troublesome, you are not in a good spot period.
Don't see many other good maneuvers tho. You still get a woods you are in against the guys on higher levels, just not the ones between you and them.
And you can still shoot under minimum range, it just gets a penalty.
Don't see many other good maneuvers tho. You still get a woods you are in against the guys on higher levels, just not the ones between you and them.
And you can still shoot under minimum range, it just gets a penalty.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Oh. I didn't realize that. Thanks.TotallyNotEvil wrote: ↑Tue Oct 12, 2021 11:48 pm And you can still shoot under minimum range, it just gets a penalty.
What's the range of the Vultures? Should I be considering moving backwards? We need to draw them out from their perches. Though that pretty much guarantees the Wolverine is toast.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
So if my Marauder moves to 3021, the Man O' War and Thor to the north can't hit me?
Also in general, IIRC if a woods "to hit" penalty reaches +3 or greater, then you can't hit the target (absent active probe or the like), right? Does smoke stack with that? Like if you have +2 from woods and +1 from smoke, is the target unhittable?
Also in general, IIRC if a woods "to hit" penalty reaches +3 or greater, then you can't hit the target (absent active probe or the like), right? Does smoke stack with that? Like if you have +2 from woods and +1 from smoke, is the target unhittable?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I believe you are correct. They would have to move way down to either east or west of you.El Guapo wrote: ↑Wed Oct 13, 2021 9:48 am So if my Marauder moves to 3021, the Man O' War and Thor to the north can't hit me?
Also in general, IIRC if a woods "to hit" penalty reaches +3 or greater, then you can't hit the target (absent active probe or the like), right? Does smoke stack with that? Like if you have +2 from woods and +1 from smoke, is the target unhittable?
From the initial posts:
Woods between you and your target (not including your hex):
+1 per light woods
+2 per heavy woods
Smoke between you and your target (not including your hex):
+1 per light smoke
+2 per heavy smoke
Mech standing directly behind partial cover (level 1 hill, level 1 building) from attacker on the same level: +1, leg hits negated
3 or more points of woods/smoke *between* you and your target obstructs LOS.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Also from 3021, can I hit the Loki in 2731, or is the hill in 2730 blocking LOS?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I think the answer is yes. From what I posted above (tucked in the middle there):
There may be a negative for the elevation change, but there is only one level of elevation between you. So you should be able to hit, but any leg hits will not get counted. That's my read, anyway.Mech standing directly behind partial cover (level 1 hill, level 1 building) from attacker on the same level: +1, leg hits negated
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I didn’t know my Warhammer decoy was still around! It looks banged up but does it have any ordinance left? And can it move into the water with the intent of either eventually engaging a mech west of the river or drawing fire to attract attention away from TheMix?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
The Vulture LRMs have the same range brackets as regular LRMs (7/14/21) but no minimum range. Their large pulse lasers are 6/14/20 while their medium pulse lasers are 4/8/12.
Smoke does appear to stack with woods for LOS blocking purposes.
No line of site from Thor/Gargoyle to 3021.
There does not appear to be LOS from 3021 to the Loki to the south, either. That line touches the tip of the left woods hex in 2729, so there's technically 3 light woods in the way.
Smoke does appear to stack with woods for LOS blocking purposes.
No line of site from Thor/Gargoyle to 3021.
There does not appear to be LOS from 3021 to the Loki to the south, either. That line touches the tip of the left woods hex in 2729, so there's technically 3 light woods in the way.
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