Let's Play Together: GM'd Battletech via MegaMek XII
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
jump to 1931 and fire the large laser (or LRMs) whichever has the best to hit, at the mad cat
Last edited by moleymoleymoley on Sat Oct 16, 2021 3:01 pm, edited 1 time in total.
- TotallyNotEvil
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Moley, your MLs should be in range too. You could fire two (and the LL) for just +1 Heat at the end of the phase.
Removing MGs and the SRM from the base Thud for 4 JJs was a top tier refit, btw.
Removing MGs and the SRM from the base Thud for 4 JJs was a top tier refit, btw.
- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Can I do Death from Above on 2623?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Just to make sure, you're wanting to stomp the elementals?
If so, then yes, but it's an 11+ (3 + 3 "infantry target" + 3 "attacker jumped" + 2 target jumping 3 hexes and for some reason them being in woods doesn't apply), so it might not be the best move. Not really sure megamek has the calculation exactly right, but I think I've had enough making changes to the code in mid-game after that whole thing with the minefields.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
That was the intent. Perhaps jumping to 2622 to engage them will work better.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Really?I only sink 17, I'm already at 6, then add 4 for the jump, 8 for the LL leaves me +1?TotallyNotEvil wrote: ↑Fri Oct 15, 2021 10:42 am Moley, your MLs should be in range too. You could fire two (and the LL) for just +1 Heat at the end of the phase.
Removing MGs and the SRM from the base Thud for 4 JJs was a top tier refit, btw.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Is 1931 still in his rear arc? Might take that for the extra tree cover.
May also just pop 2 MLs and take the extra heat just to try and get that side torso off
May also just pop 2 MLs and take the extra heat just to try and get that side torso off
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Just waiting for the to-hit mods now to decide on my move.
Never mind that then.
Here's the rear arc:
You have to be in a hex wholy inside of it.
Keep forgetting to look up current heat >.>moleymoleymoley wrote: ↑Sat Oct 16, 2021 5:36 amReally?I only sink 17, I'm already at 6, then add 4 for the jump, 8 for the LL leaves me +1?TotallyNotEvil wrote: ↑Fri Oct 15, 2021 10:42 am Moley, your MLs should be in range too. You could fire two (and the LL) for just +1 Heat at the end of the phase.
Removing MGs and the SRM from the base Thud for 4 JJs was a top tier refit, btw.
Never mind that then.
Here's the rear arc:
You have to be in a hex wholy inside of it.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Updated the main turn post, but also here for convenience.
Target modifiers:
Loki 2232: +2
Ryoken 2429: +3
Mad Cat 1727: +3
Nobori-Nin: +3
Black Hawk: +5
Elementals 2323: +2
All other elementals: +3
Thor: +5
Vulture 1213: +0
Vulture 1115: +1
Ryoken 1409: +3
Loki 1207: +1
Daishi: +0
Mad Cat 1504: +2
Mad Cat 2003: +3
Ryoken 3806: +1 (+2 if attack passes through 3706)
Target modifiers:
Loki 2232: +2
Ryoken 2429: +3
Mad Cat 1727: +3
Nobori-Nin: +3
Black Hawk: +5
Elementals 2323: +2
All other elementals: +3
Thor: +5
Vulture 1213: +0
Vulture 1115: +1
Ryoken 1409: +3
Loki 1207: +1
Daishi: +0
Mad Cat 1504: +2
Mad Cat 2003: +3
Ryoken 3806: +1 (+2 if attack passes through 3706)
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
So is the Thor always going to have numbers like that? What does that mean in a practical sense? Melee? DFA still needs to successfully hit; so I assume it's out as well. I do know that my odds of hitting are not good. I don't have the skill.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Can I jump to 2513 and turn enough to be able to shoot at the Thor? If it's worth it. No. Nevermind. I think that's 2 light woods between us and the heavy woods that it's in. So no LOS.
Still may be the best move. I need to either start moving north, or moving south. It looks like we have better numbers to the south.
If there is a good target for the LRMs, I'll fire those.
And I still think the best move for the Kurita Crusader is to back up and rotate in order to protect it's back before moving to the west.
Still may be the best move. I need to either start moving north, or moving south. It looks like we have better numbers to the south.
If there is a good target for the LRMs, I'll fire those.
And I still think the best move for the Kurita Crusader is to back up and rotate in order to protect it's back before moving to the west.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
The +5 is a combination of +3 from jumping movement and +2 from heavy woods. So if you're standing still and firing at it from short range, most of us are looking at 9s or 10s to hit on a 2d6, 11s or 12s if we move around or fire from medium range. The numbers are high because the mechwarrior is playing it defensively, having gotten pretty beat up - he's got at least one armor breach and has taken an engine hit.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
So... is he likely to keep doing that? If so, we can possibly ignore him for the moment? Thoughts? Just seems like a bad idea to keep trying to hit him if there are better targets. Though it would be really nice to take him out. He's tying up a bunch of resources. Evidence has suggested, however, that my odds of hitting him are small. Plus, I also took some nasty hits; so I also need to keep playing defensively. Where's $iljanus? Doesn't he have mad skillz?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I’m on a hot streak! Unfortunately, my mech is also running hot so I want to chill for a turn so I can bring up my MPs a bit and do some decent maneuvering again.TheMix wrote: ↑Sun Oct 17, 2021 2:32 pm So... is he likely to keep doing that? If so, we can possibly ignore him for the moment? Thoughts? Just seems like a bad idea to keep trying to hit him if there are better targets. Though it would be really nice to take him out. He's tying up a bunch of resources. Evidence has suggested, however, that my odds of hitting him are small. Plus, I also took some nasty hits; so I also need to keep playing defensively. Where's $iljanus? Doesn't he have mad skillz?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Marauder: back up into 3021 (which I think is not on fire) and fire at the best to hit option - might be the elementals in 2623.
Kurita awesome: turn around and move into 2915. Shoot at and kick the Thor.
For the K awesome, I know the Thor is hard to hit right now, but I'm not seeing a better target?
Kurita awesome: turn around and move into 2915. Shoot at and kick the Thor.
For the K awesome, I know the Thor is hard to hit right now, but I'm not seeing a better target?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Here's what I've got so far. Waiting on TotallyNotEvil.
Kurita Phoenix Hawk engage Thor or Ryoken
Hatamoto-Hi back up and engage Ryoken 2429
BL-KNT >> 3925, face N, fire ErPPC and ErLL x2 @ Stormcrow 3806, Timberwolf 1727 or Huntsman 1825 depending on the most favourable firing solution.
Mackie walks backwards to 3023 to vent some heat before getting back into the fight
Thunderbolt jump to 1931 and fire the large laser (or LRMs) whichever has the best to hit, at the mad cat
Thug to 2622, target elementals
Kurita Crusader to 2901, target Ryoken if possible
TheMix Crusader to 2513, target easiest shot with LRMs
Kurita Awesome to 2915, engage Thor
Marauder back up to 3021, engage easiest target
Kurita Phoenix Hawk engage Thor or Ryoken
Hatamoto-Hi back up and engage Ryoken 2429
BL-KNT >> 3925, face N, fire ErPPC and ErLL x2 @ Stormcrow 3806, Timberwolf 1727 or Huntsman 1825 depending on the most favourable firing solution.
Mackie walks backwards to 3023 to vent some heat before getting back into the fight
Thunderbolt jump to 1931 and fire the large laser (or LRMs) whichever has the best to hit, at the mad cat
Thug to 2622, target elementals
Kurita Crusader to 2901, target Ryoken if possible
TheMix Crusader to 2513, target easiest shot with LRMs
Kurita Awesome to 2915, engage Thor
Marauder back up to 3021, engage easiest target
Can't make it there (7 MP). One hex short lets you fire at the Ryoken, while breaking south to 3206 lets you fire at it without the intervening woods/partial cover but at medium range.
Your mechwarrior would likely do the same when having taken that much damage. You can ignore him, but do so at your peril, as if that ER PPC connects well that's over half the armor gone on any location on most of our mechs.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I didn't mean "ignore" in the sense of completely disregard, but rather in the "don't bother targeting it for now, but don't turn your back on it" sense.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Fair enough. Well, you put enough fire on him, even at 10+, something will hit eventually. Only thing is, he's not alone.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Right. Which is kind of why I thought it best to not focus on him right now. But to first try and take out a few other targets. Hopefully he's more focused on staying alive right now and less on smacking us around. Probably not, but I can hope, right?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
In the interest of keeping this moving, I'll probably start processing this turn in about two hours, so last chance to get orders/corrections in.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Aw shit, I'm so sorry Nick, I got completely absorbed in other stuff, and in-between commenting on the moves and said other stuff, actually forgot to make mine.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
TheMix gets the Crusader's incessant heat alarm beeping under control, firing LRMs at the hilltop-camping Vulture to try to keep it busy. It doesn't help as lasers continue to dig into the Crusader's armor, the left leg lighting up red as the armor is almost gone. A couple of Kurita mechs actually open fire on that Vulture while it's busy, however, delivering some damage including a few LRMs to an arm actuator.
El Guapo's decoy blows, spattering the nearby Elementals with debris. A single chunk of the disguise bounces off Isgrimnur's armor, throwing off the mechwarriors aim. The pitter patter of rifle rounds and lasers issuing from the nearby battle armor troopers against the cockpit armor doesn't help either. Isgrimnur zeroes in on one source of the annoyance and brings the Thug's foot down, crushing a battle armor trooper. It appears that these squads have four troopers in them, unlike the normal clan approach of five, signifying either organizational or logistics issues - which isn't that great for the invading force in the long run. Our mechwarrior also notes that the battle armor units are no longer firing their SRM swarms, indicating that they've run out of ammo. "Thank Weisman for small favors." the mechwarrior comments.
El Guapo targets the Black Hawk near Isgrimnur as the clan mech fires on Siljanus, connecting with the PPC to the left arm and a glancing hit from the gauss rifle to the left torso. Siljanus briefly looks over to see where all those lasers are coming from and then a laser connects with the Mackie's head, temporarily blinding the mechwarrior while the feedback from the neurohelmet knocks him out entirely. The mech remains standing somehow.
To the north, the Orion chases down the Ryoken moving east, firing its autocannon and blasting most of the armor off the left arm. Leraje fires the Black Knight's long range weapons at the same Ryoken, blasting a good chunk off the left leg. The Kurita Archer capitalizes on this armor damage, firing off LRMs at the enemy mech. Most cluster on armored sections but a few connect with the left leg, causing visible foot actuator damage. The mech trips and falls to the ground.
Moley and the Ryoken circle around the retreating Loki, Moley's aim thrown off by the Ryoken's lasers. Lich jumps forward, blasting said Ryoken with the Griffin's lasers.
The Thor is a little surrounded, with the Awesome unable to take any shots with its PPCs, but does connect with its small laser. The Awesome connects a kick on the Thor's right leg, leaving very little structural integrity. The 70-tonner jumps off to the east, probably hoping to avoid a repeat of that incident.
The two northern Mad Cats begin circling around the lake there, probably intending to reinforce their flagging pals on the other side of the river, while one of the Vultures moves to our side of the battlefield.
On our side, the Mad Cat and Ryoken continue circling while the Loki continues its retreat. The Nobori-Nin moves up a little, probably setting up to jump in, while the Black Hawk pulls back, probably feeling a need to get clear of El Guapo's PPCs. Meanwhile, a short squad of battle armor troopers hops along towards Siljanus' mech, no doubt seeking to take advantage of its disabled state to mess with its leg actuators or climb up and mess with "more critical systems".
Current battlefield status:
Raw firing/heat/melee data:
Target modifiers:
Daishi, Vulture 1216, Ryoken 3806: +0
Thor, Mad Cat 2002: +4
Vulture 1618, Mad Cat 2227: +2
Mad Cat 2403: +2, +3 if attack passes through 2404
Nobori-Nin, Black Hawk: +1
Loki 1533, Ryoken 2134, Loki 1806, Ryoken 1112: +3
All Elementals: +4 (including for being battle armor)
Status update:
Siljanus: Mechwarrior KOd
El Guapo's decoy blows, spattering the nearby Elementals with debris. A single chunk of the disguise bounces off Isgrimnur's armor, throwing off the mechwarriors aim. The pitter patter of rifle rounds and lasers issuing from the nearby battle armor troopers against the cockpit armor doesn't help either. Isgrimnur zeroes in on one source of the annoyance and brings the Thug's foot down, crushing a battle armor trooper. It appears that these squads have four troopers in them, unlike the normal clan approach of five, signifying either organizational or logistics issues - which isn't that great for the invading force in the long run. Our mechwarrior also notes that the battle armor units are no longer firing their SRM swarms, indicating that they've run out of ammo. "Thank Weisman for small favors." the mechwarrior comments.
El Guapo targets the Black Hawk near Isgrimnur as the clan mech fires on Siljanus, connecting with the PPC to the left arm and a glancing hit from the gauss rifle to the left torso. Siljanus briefly looks over to see where all those lasers are coming from and then a laser connects with the Mackie's head, temporarily blinding the mechwarrior while the feedback from the neurohelmet knocks him out entirely. The mech remains standing somehow.
To the north, the Orion chases down the Ryoken moving east, firing its autocannon and blasting most of the armor off the left arm. Leraje fires the Black Knight's long range weapons at the same Ryoken, blasting a good chunk off the left leg. The Kurita Archer capitalizes on this armor damage, firing off LRMs at the enemy mech. Most cluster on armored sections but a few connect with the left leg, causing visible foot actuator damage. The mech trips and falls to the ground.
Moley and the Ryoken circle around the retreating Loki, Moley's aim thrown off by the Ryoken's lasers. Lich jumps forward, blasting said Ryoken with the Griffin's lasers.
The Thor is a little surrounded, with the Awesome unable to take any shots with its PPCs, but does connect with its small laser. The Awesome connects a kick on the Thor's right leg, leaving very little structural integrity. The 70-tonner jumps off to the east, probably hoping to avoid a repeat of that incident.
The two northern Mad Cats begin circling around the lake there, probably intending to reinforce their flagging pals on the other side of the river, while one of the Vultures moves to our side of the battlefield.
On our side, the Mad Cat and Ryoken continue circling while the Loki continues its retreat. The Nobori-Nin moves up a little, probably setting up to jump in, while the Black Hawk pulls back, probably feeling a need to get clear of El Guapo's PPCs. Meanwhile, a short squad of battle armor troopers hops along towards Siljanus' mech, no doubt seeking to take advantage of its disabled state to mess with its leg actuators or climb up and mess with "more critical systems".
Current battlefield status:
Spoiler:
Spoiler:
Daishi, Vulture 1216, Ryoken 3806: +0
Thor, Mad Cat 2002: +4
Vulture 1618, Mad Cat 2227: +2
Mad Cat 2403: +2, +3 if attack passes through 2404
Nobori-Nin, Black Hawk: +1
Loki 1533, Ryoken 2134, Loki 1806, Ryoken 1112: +3
All Elementals: +4 (including for being battle armor)
Status update:
Siljanus: Mechwarrior KOd
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Don't worry about it. On the plus side, you got a couple good shots in.TotallyNotEvil wrote: ↑Tue Oct 19, 2021 2:28 pm Aw shit, I'm so sorry Nick, I got completely absorbed in other stuff, and in-between commenting on the moves and said other stuff, actually forgot to make mine.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Huh? I thought I was only at 3. I guess I should have instead asked "is that a lot"? I didn't think that was much of a big deal. Like "light on the control panel" level at most.TheMix gets the Crusader's incessant heat alarm beeping under control
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Or is this just flavor text and I shouldn't get all paranoid that I'm screwing something up?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Me:
needs 10, rolls 6 : misses
needs 10, rolls 5 : misses
Them:
needs 8, rolls 9 : hits LL
needs 8, rolls 8 : - Glancing Blow -hits RT
needs 10, rolls 6 : misses
needs 10, rolls 5 : misses
Them:
needs 8, rolls 9 : hits LL
needs 8, rolls 8 : - Glancing Blow -hits RT
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
So $iljanus is out. And soon to be permanently.
And I'm one hit away from being out.
Now's the time for anyone's secret foolproof plan to win!
And I'm one hit away from being out.
Now's the time for anyone's secret foolproof plan to win!
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
So maybe the Griffin isn't cursed, but I am?NickAragua wrote: ↑Tue Oct 19, 2021 3:37 pmDon't worry about it. On the plus side, you got a couple good shots in.TotallyNotEvil wrote: ↑Tue Oct 19, 2021 2:28 pm Aw shit, I'm so sorry Nick, I got completely absorbed in other stuff, and in-between commenting on the moves and said other stuff, actually forgot to make mine.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Put me on the top of the hill at 2423 and engage the best target of opportunity.
It's almost as if people are the problem.
- TotallyNotEvil
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Nick, if we destroy the toads at 2924, does that stop them from fucking up Siljanus? Does he get a test to wake up or something?
Them headshotting our 100 tonner is just our luck.
Also, I believe 2829 is medium range for everything on the Griffin vs the Ryoken, isn't it? And in the juicy rear arc, too.
With the archer, may I get up, go over the hill, kick the Thor and still LRM the 3806 Ryoken?
Them headshotting our 100 tonner is just our luck.
Also, I believe 2829 is medium range for everything on the Griffin vs the Ryoken, isn't it? And in the juicy rear arc, too.
With the archer, may I get up, go over the hill, kick the Thor and still LRM the 3806 Ryoken?
Last edited by TotallyNotEvil on Tue Oct 19, 2021 6:20 pm, edited 1 time in total.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
What color is clan Smoke Jaguar? My backup plan with the clans was always to just repaint my mech real quick and then stop using contractions.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Really, all I wanted was just a little me time and let off some steam. Now I’m knocked out and some creepy looking armored guys are knocking on the side of my mech. Ain’t that a kick in the head…
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
But like seriously, retreat's not an option, right? Do we have any other viable options to eventual destruction beyond praying for good dice?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
If I weren’t currently napping in my smoking cockpit I’d get rid of that Thor overlooking the pass in hex 3614 and retreat behind the hills. Cool the mechs down, hunker up behind some good terrain and ambush the bastards as they come through. A couple of them are banged up too so go down fighting! (Unless retreat really is an option…) Oooh, those Elementals are knocking again. Maybe I’ll prepare some tea and biscuits since I’ll be having guests.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
BL-KNT >> 3924, face N, fire ErLL x2 @ Stormcrow 3806
ON1-K >> chase Stormcrow 3806, plot the best course through the woods, preferably ending turn in them for cover.
P.S. WTB better dice rolls.
ON1-K >> chase Stormcrow 3806, plot the best course through the woods, preferably ending turn in them for cover.
P.S. WTB better dice rolls.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
@TotallyNotEvil: Siljanus actually has two turns before the elementals start swarming the Mackie - they need to end a turn in the same hex, so you've got this round and the next to clear them off. You'll get a wake-up check end of next turn, which should be a 3+ or similar unless you take another headshot.
@TheMix: You're fine for heat - you've got double heat sinks and only fired LRMs. But the mech is upset about the engine damage.
Status wise, the clanners on your side of the field aren't doing too hot. The Mad Cat has two limbs in the red for armor; the Nobori-Nin has two armor breaches (leg and side torso) plus another torso in the red, not to mention a busted hip actuator which means a PSR every time it runs or jumps. Black Hawk has an arm in the red, which might not seem important but each arm has half of its firepower. Ryoken is green and yellow, but took a head shot. The Thor is technically not on your side any more, but has two red limbs, two armor breaches and has taken a head shot as well.
North-side, the damaged Vulture has a breach on one of its arms and a damaged arm actuator, reducing its accuracy. The eastern Ryoken has three armor breaches and a busted foot actuator (and also failed to get up three times), so it's almost done. The rest of them have some armor damage but nothing serious. The remaining Kurita guys are in decent shape, other than the Marauder which is missing about half its firepower.
The elementals are all out of SRMs, so the worst of their damage potential is gone.
@TheMix: You're fine for heat - you've got double heat sinks and only fired LRMs. But the mech is upset about the engine damage.
Status wise, the clanners on your side of the field aren't doing too hot. The Mad Cat has two limbs in the red for armor; the Nobori-Nin has two armor breaches (leg and side torso) plus another torso in the red, not to mention a busted hip actuator which means a PSR every time it runs or jumps. Black Hawk has an arm in the red, which might not seem important but each arm has half of its firepower. Ryoken is green and yellow, but took a head shot. The Thor is technically not on your side any more, but has two red limbs, two armor breaches and has taken a head shot as well.
North-side, the damaged Vulture has a breach on one of its arms and a damaged arm actuator, reducing its accuracy. The eastern Ryoken has three armor breaches and a busted foot actuator (and also failed to get up three times), so it's almost done. The rest of them have some armor damage but nothing serious. The remaining Kurita guys are in decent shape, other than the Marauder which is missing about half its firepower.
The elementals are all out of SRMs, so the worst of their damage potential is gone.
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Crusader "THEMIX" >> jump to 2510 and turn towards the west; fire LRMs (if worth it) at Loki 1806, fire MLs and SRMs (if worth it) at elementals 2109 [please adjust as required]
Kurita Crusader >> move to 2702, turn to the west; fire at Mat Cat 2403 [please adjust as required]
I think it also may be worth it to give denote commands to the decoys at 2008 and 2110, if possible. Hopefully the Thunderbolt will move.
Kurita Crusader >> move to 2702, turn to the west; fire at Mat Cat 2403 [please adjust as required]
I think it also may be worth it to give denote commands to the decoys at 2008 and 2110, if possible. Hopefully the Thunderbolt will move.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
There's no way for the elementals to hijack Siljanus's mech and use it against us in this battle, is there?
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