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
Can my Mackie move to hex 2729 facing NW? Thinking of eventually engaging that Vulture and Ryoken.
Thunderbolt to hex 1905 and lights up that Loki in hex 2003
Thunderbolt to hex 1905 and lights up that Loki in hex 2003
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Think we've got everyone just waiting on Moley.
You've got, I believe 7 or so gauss slugs left.
Insta-kill on every trooper in the squad.
You've got, I believe 7 or so gauss slugs left.
That's on top of the hill to the south of you across the river. So, eventually, but it'll take many turns. Are you sure you're not thinking of a different hex?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Yikes, sorry about that. Meant to say Mackie to hex 2723NickAragua wrote: ↑Mon Oct 25, 2021 8:38 pm Think we've got everyone just waiting on Moley.
Insta-kill on every trooper in the squad.
You've got, I believe 7 or so gauss slugs left.
That's on top of the hill to the south of you across the river. So, eventually, but it'll take many turns. Are you sure you're not thinking of a different hex?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
You're still a little short: backing up will get you to 2724 facing south, while turning around will get you to 2725.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Let's carefully back up to 2724 then. Don't want to needlessly expose my rear.NickAragua wrote: ↑Mon Oct 25, 2021 10:51 pmYou're still a little short: backing up will get you to 2724 facing south, while turning around will get you to 2725.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Exposing your taint to a Mad Cat rarely ends well.
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Sorry, missed this.TotallyNotEvil wrote: ↑Sun Oct 24, 2021 3:06 pm Nick, on the southern side, there's BA on 2423 and 2324, right? A bit of a mess in the map, there.
Has the Black Hawk lost any guns?
I'm thinking of jumping to 2223, kicking and lasering it while throwing my ERPPC at the 1619 Vulture, as it has got its back to us and that would go critical if it hits the back.
What would the heat from all that be?
Correct, BA in both 2324 and 2423. The 2423 ones are swarming Isgrimnur's Thug.
Black Hawk still has all its guns.
Heat would be: 5 from jumping, 5 from ending turn in fire, 15 for ER PPC, 5 for laser, 5 for laser, 2 residual heat, so 37 total. You'd be at -1 MP, but don't eat the firing penalty.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Apologies
move to 2027 and fire large laser and missiles at the prone nova 2124 if I can see him, if not move to 2032 and fire at the mad cat
move to 2027 and fire large laser and missiles at the prone nova 2124 if I can see him, if not move to 2032 and fire at the mad cat
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
There's other threads discussing cats and taints, actually.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
> Lich:Jumping to 2223, kick and double ERML the Black Hawk, ERPPC at the 1619 Vulture
> ARC-2R: Kick the Thor, double LRM Black Hawk or 1619 Vulture, whichever seems tastier/easier to hit.
Unless you've got a better idea.
> ARC-2R: Kick the Thor, double LRM Black Hawk or 1619 Vulture, whichever seems tastier/easier to hit.
Unless you've got a better idea.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
The Vulture that walked on the mines gets past the explosions, but trips up a little bit later, dropping to a knee to stabilize itself. It fires at the Kurita Wolverine jumping north, but fails to connect. The brief pause costs it as El Guapo comes through the smoke and blasts it with two extended-range PPC shots, one to each leg. One of the actuators on the left leg is fried. Leraje helps out with a laser to the back, as does the incoming Lich, blasting the right torso section in the rear with the Griffin's PPC. The right arm goes flying off, as does pretty much all the armor on the rear center torso section, while the right shoulder LRM launcher sort of droops.
Lich also spares a couple of lasers for the nearby Black Hawk, but it's a little too low to deliver a kick. Still, one of the lasers makes contact with the squat, downed mech's head. This knocks the mechwarrior out apparently, as the mech briefly stops moving. Lich starts sweating as the Griffin's double heat sinks work over time to compensate for the incredible heat accumulation, but it was worth it.
Isgrimnur wakes up to battle armor troopers crawling all over his mech. Thinking quickly, he gets up, walking over into a nearby blazing inferno. The Thug's heat sinks protest, but the heat also gets the Elementals off very nicely. "Right. Anybody else want a free ride?" the mechwarrior comments, sending a PPC blast into the back of the Vulture to the northwest.
As the 60-tonner drops to the ground, a Kurita Shadow Hawk runs over, crushing its right leg to ensure it stays down.
Moley runs north, avoiding ineffectual fire from the downed Black Hawk. The Mad Cat to the southwest also fires a salvo of SRMs at our Thunderbolt. The fancy clan targeting system would have resulted in more hits, but Lich has moved in with his Griffin's ECM field, helping reduce damage to just three SRMs' worth. A large laser from the northern Ryoken briefly grazes the Thunderbolt's left leg but fails to do any major damage. All this fire causes our Thunderbolt's shots to miss.
Siljanus backs up, firing PPCs and lasers at some nearby elementals, lacking any other targets. Both PPC shots connect, each taking out a battle armor trooper. The remaining two troopers decide discretion is the better part of valor and start pulling back across the river.
TheMix jumps back across the river, avoiding pulse laser blasts from the hilltop Vulture to the southwest and sending a salvo of LRMs at it. This time, our mechwarrior gets a solid lock and the missiles home in on the Vulture's breached left section, destroying both the large and medium pulse laser, as well as knocking out the left-side LRM launcher.
To the north, the Orion gets up, taking another couple of lasers from the Daishi - one of the beams melts the AC/10 barrel, greatly reducing the Kurita mech's firepower. It's unable to score any hits on its target Mad Cat and the mechwarrior is once again unable to stay upright, dropping to the ground. This time, the impact crunches some engine shielding. Considering its target finished, the Daishi gets up, presumably to move off the blazing inferno started by the Wolf Trap's ineffectual fire. The Kurita mechwarrior apologizes and begins making his way off the field.
The Kurita Phoenix Hawk continues its streak, avoiding most fire from the "loose" Mad Cat.
The downed Thor continues firing back at the Archer, connecting to the left torso with an LBX slug. This prevents the Archer's mechwarrior from hitting its target Vulture with LRMs (not that the beat-up 60-tonner needed any more), for which he retaliates by crushing the 70-ton clan mech's right torso, forcing an engine shut down.
The Kurita Marauder gets completely mauled by its opponent Mad Cat, a PPC and multiple pulse lasers blasting the right section, severing both the right arm and leg. The beat-up mech keels over, sparks flying from its right torso as well. Some Elementals add insult to injury, cracking the mech's center torso with small arms fire and lasers, severely damaging the engine and gyro. As it drops to the ground, it loses its other leg. The mechwarrior wastes no time in bailing out.
"Zellbringen is suspended for these dezgra surats!" Comes a transmission over the open frequency.
Current battlefield status:
Raw firing/heat/melee data:
Movement mods:
Daishi: +0
Loki 2003: +1 (-1 if attacker adjacent)
Mad Cat 2704: +1
Mad Cat 3405: +3
Vulture 1619: +1 (-1 if attacker adjacent)
Vulture 1314: +1
Mad Cat 2033: +3
Ryoken 1806: +3
Objective Update:
Vulture 1619 crippled and "withdrawing" (8/20)
Kurita Marauder crippled and ejected (4/21)
Kurita Orion crippled and withdrawing (5/21)
Elementals 3027 crippled and withdrawing (9/20)
Status update:
Isgrimnur no longer swarmed, will get +2 heat this turn
Lich will get +2 heat this turn, currently at 9 heat (somehow I got the basic arithmetic wrong, sorry about that): -1 walk MP, +1 to all attack target numbers
Kurita Orion will now withdraw
Anybody who's missing a second mech and wants to take over, the Wolverine, Shadow Hawk and Wolf Trap are available.
Lich also spares a couple of lasers for the nearby Black Hawk, but it's a little too low to deliver a kick. Still, one of the lasers makes contact with the squat, downed mech's head. This knocks the mechwarrior out apparently, as the mech briefly stops moving. Lich starts sweating as the Griffin's double heat sinks work over time to compensate for the incredible heat accumulation, but it was worth it.
Isgrimnur wakes up to battle armor troopers crawling all over his mech. Thinking quickly, he gets up, walking over into a nearby blazing inferno. The Thug's heat sinks protest, but the heat also gets the Elementals off very nicely. "Right. Anybody else want a free ride?" the mechwarrior comments, sending a PPC blast into the back of the Vulture to the northwest.
As the 60-tonner drops to the ground, a Kurita Shadow Hawk runs over, crushing its right leg to ensure it stays down.
Moley runs north, avoiding ineffectual fire from the downed Black Hawk. The Mad Cat to the southwest also fires a salvo of SRMs at our Thunderbolt. The fancy clan targeting system would have resulted in more hits, but Lich has moved in with his Griffin's ECM field, helping reduce damage to just three SRMs' worth. A large laser from the northern Ryoken briefly grazes the Thunderbolt's left leg but fails to do any major damage. All this fire causes our Thunderbolt's shots to miss.
Siljanus backs up, firing PPCs and lasers at some nearby elementals, lacking any other targets. Both PPC shots connect, each taking out a battle armor trooper. The remaining two troopers decide discretion is the better part of valor and start pulling back across the river.
TheMix jumps back across the river, avoiding pulse laser blasts from the hilltop Vulture to the southwest and sending a salvo of LRMs at it. This time, our mechwarrior gets a solid lock and the missiles home in on the Vulture's breached left section, destroying both the large and medium pulse laser, as well as knocking out the left-side LRM launcher.
To the north, the Orion gets up, taking another couple of lasers from the Daishi - one of the beams melts the AC/10 barrel, greatly reducing the Kurita mech's firepower. It's unable to score any hits on its target Mad Cat and the mechwarrior is once again unable to stay upright, dropping to the ground. This time, the impact crunches some engine shielding. Considering its target finished, the Daishi gets up, presumably to move off the blazing inferno started by the Wolf Trap's ineffectual fire. The Kurita mechwarrior apologizes and begins making his way off the field.
The Kurita Phoenix Hawk continues its streak, avoiding most fire from the "loose" Mad Cat.
The downed Thor continues firing back at the Archer, connecting to the left torso with an LBX slug. This prevents the Archer's mechwarrior from hitting its target Vulture with LRMs (not that the beat-up 60-tonner needed any more), for which he retaliates by crushing the 70-ton clan mech's right torso, forcing an engine shut down.
The Kurita Marauder gets completely mauled by its opponent Mad Cat, a PPC and multiple pulse lasers blasting the right section, severing both the right arm and leg. The beat-up mech keels over, sparks flying from its right torso as well. Some Elementals add insult to injury, cracking the mech's center torso with small arms fire and lasers, severely damaging the engine and gyro. As it drops to the ground, it loses its other leg. The mechwarrior wastes no time in bailing out.
"Zellbringen is suspended for these dezgra surats!" Comes a transmission over the open frequency.
Current battlefield status:
Spoiler:
Spoiler:
Daishi: +0
Loki 2003: +1 (-1 if attacker adjacent)
Mad Cat 2704: +1
Mad Cat 3405: +3
Vulture 1619: +1 (-1 if attacker adjacent)
Vulture 1314: +1
Mad Cat 2033: +3
Ryoken 1806: +3
Objective Update:
Vulture 1619 crippled and "withdrawing" (8/20)
Kurita Marauder crippled and ejected (4/21)
Kurita Orion crippled and withdrawing (5/21)
Elementals 3027 crippled and withdrawing (9/20)
Status update:
Isgrimnur no longer swarmed, will get +2 heat this turn
Lich will get +2 heat this turn, currently at 9 heat (somehow I got the basic arithmetic wrong, sorry about that): -1 walk MP, +1 to all attack target numbers
Kurita Orion will now withdraw
Anybody who's missing a second mech and wants to take over, the Wolverine, Shadow Hawk and Wolf Trap are available.
Last edited by NickAragua on Wed Oct 27, 2021 12:09 pm, edited 1 time in total.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
TheMix jumps back across the river, avoiding pulse laser blasts from the hilltop Vulture to the southwest and sending a salvo of LRMs at it. This time, our mechwarrior gets a solid lock and the missiles home in on the Vulture's breached left section, destroying both the large and medium pulse laser, as well as knocking out the left-side LRM launcher.
Yay! (Nice to have a good turn! )
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Who's on the Kurita Phoenix Hawk? I'm thinking maybe I can help out with the two Mad Cats, but we are going to need someone else to help. Maybe the Kurita Archer and Kurita Awesome?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Nick,
Clarification regarding:
Clarification regarding:
Did the Thor get taken out? I don't see it on the field, but it's not listed in the Objective update.The downed Thor continues firing back at the Archer, connecting to the left torso with an LBX slug. This prevents the Archer's mechwarrior from hitting its target Vulture with LRMs (not that the beat-up 60-tonner needed any more), for which he retaliates by crushing the 70-ton clan mech's right torso, forcing an engine shut down.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Assuming that's the ones I suspect...Anybody who's missing a second mech and wants to take over, the Wolverine, Shadow Hawk and Wolf Trap are available.
It looks like ...
... the Wolverine 1314 is going to alpha the Vulture. (Other than maybe trying to position to 1214/1215 to gain protection from the woods and minimize elevation bonuses.)
... the Shadow Hawk 1719 is going to alpha its Vulture. (Turning maybe, but moving too much might expose it's back to other mechs.)
... the Wolf Trap 0901 is going to alpha the Daishi. (Maybe move up to reduce the elevation bonuses for the latter.)
Anyone seeing any other options for those? Just pointing out that taking control of them right now might not be very interesting.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
The Thor already got "counted" earlier, this was just finishing it off because it kept trying to shoot.
The medium mechs can't really get by with standing still, they're going to need to move around.
The medium mechs can't really get by with standing still, they're going to need to move around.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Kuritas got fucked, Daishi is on the move, but we did a lot of good work this turn.
Is targeting a specific part allowed if the mechwarrior is knocked out?
God damnNickAragua wrote: ↑Tue Oct 26, 2021 3:40 pm ... as does the incoming Lich, blasting the right torso section in the rear with the Griffin's PPC. The right arm goes flying off, as does pretty much all the armor on the rear center torso section, while the right shoulder LRM launcher sort of droops.
Lich also spares a couple of lasers for the nearby Black Hawk, but it's a little too low to deliver a kick. Still, one of the lasers makes contact with the squat, downed mech's head. This knocks the mechwarrior out apparently, as the mech briefly stops moving.
The fancy clan targeting system would have resulted in more hits, but Lich has moved in with his Griffin's ECM field, helping reduce damage to just three SRMs' worth.
Is targeting a specific part allowed if the mechwarrior is knocked out?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Ah. Well that seems hinky. If it's still fighting, then it doesn't feel like it should be counted yet. But I'm glad it's finally out for the count.NickAragua wrote: ↑Tue Oct 26, 2021 4:38 pm The Thor already got "counted" earlier, this was just finishing it off because it kept trying to shoot.
The medium mechs can't really get by with standing still, they're going to need to move around.
So they are going to move, but I assume they will still be attacking the targets they are closest to.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Yep. You take a +4 penalty to the target number if it's the head.TotallyNotEvil wrote: ↑Tue Oct 26, 2021 4:50 pm Is targeting a specific part allowed if the mechwarrior is knocked out?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I am. And yeah, I'm fine with focusing fire.
Not really sure what this means, but it sounds like 'We are very honorable, unless we might lose'"Zellbringen is suspended for these dezgra surats!" Comes a transmission over the open frequency.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Well, I just looked Zellbringen. Sure sounds like they just said that they are not going to be honorable when fighting us. Which, to my mind, means that they have no honor. Because I definitely don't recall doing something dishonorable on our side.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
IIRC the Clans have a bunch of very specific engagement rules which prohibit a lot of conduct which isn't all that dishonorable. Like I think you're supposed to fight one on one on the battlefield as much as possible, and multiple units ganging up on one (like everyone shooting at the Vulture at once, for example) is considered dishonorable under Clan combat rules. So I imagine that we have been violating a lot of Clan combat rules.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Oh. Well. Does it also cover them having superior weapons? Because if they think we are going to sit back and slug it out 1v1 with inferior tech.... Yeah, that's not going to work for me.
So I went back and did a bit more reading. They never even started using their code.
Oh, and they don't approve of melee.
What a bunch of wankers. I'm sure they only apply those rules to internal squabbles between their plans. We definitely should not count on them being honorable.
So I went back and did a bit more reading. They never even started using their code.
I certainly don't recall any challenges when they were blasting me from half way across the map.Each warrior will issue a challenge to a different enemy. If one side outnumbers the other, then the extra warriors on that side will stand aside until one of their comrades falls in battle.
So... um... basically "war". Seems like if they were interested in honorable combat, per their rules, then they probably should have announced that before dropping a bunch of units on the planet. Seems like they aren't really following their own rules. I definitely recall getting targeted by more than one opponent.Certain actions taken during a duel are considered dezgra and an opponent who engages in them too often can render the fight void. These include intentionally moving out of the line of sight of an opponent, intentionally moving out of weapons range of an opponent, or failing to fire a weapon at the opponent if capable of doing so, although even these may be acceptable if tactically appropriate.
Oh, and they don't approve of melee.
What a bunch of wankers. I'm sure they only apply those rules to internal squabbles between their plans. We definitely should not count on them being honorable.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
You guys want to try and Called Shot the Black Hawk's head?
Nick, if I go down a level, could I punch it? I think we have two punches, yeah?
Tho I think I will need to give one up if I want to fire MLs/ERPPC, so might as well kick?
Nick, if I go down a level, could I punch it? I think we have two punches, yeah?
Tho I think I will need to give one up if I want to fire MLs/ERPPC, so might as well kick?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Seems like a safer option than trying a called shot at +4. Not sure how much that would be offset by the mech being prone and the operator unconscious. Might be better to just unload/melee. If enough hits you'll presumably do sufficient damage to take it out (or make it retreat). Or, alternatively, what about just doing called shots for something like the torso? Enough damage to take out the engine accomplishes the same thing, right?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
BL-KNT >> Stay put, fire ErLL x2 & ErPPC @ Timberwolf 2033 or Timberwolf 3405, whichever one offers a better odds.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
You do have two punches (if you don't fire any arm weapons), but the Black Hawk is prone, so you can't punch it anyway. Kicking is a perfectly viable option, though.TotallyNotEvil wrote: ↑Tue Oct 26, 2021 6:18 pm Nick, if I go down a level, could I punch it? I think we have two punches, yeah?
Tho I think I will need to give one up if I want to fire MLs/ERPPC, so might as well kick?
Re: clan honor
This is a couple of years into the invasion, and some of the clanners no longer consider Inner Sphere mechwarriors "worthy opponents" - e.g. the Smoke Jaguar/Nova Cat force that jumped into Luthien didn't even issue a batchall.
That being said, old habits die hard, so they did try to avoid double-teaming targets. Excessively.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Might explain why we are still alive.
@Isgrimnur wanna try and headcap the Black Hawk with me?
Nick, if we miss called shots can they still hit something else?
@Isgrimnur wanna try and headcap the Black Hawk with me?
Nick, if we miss called shots can they still hit something else?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
If you make a called shot, the +4 to the target number for head shots is for the attack roll, so if you whiff the attack roll, you miss entirely.TotallyNotEvil wrote: ↑Wed Oct 27, 2021 7:18 am Nick, if we miss called shots can they still hit something else?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Can my Marauder hit the Black Hawk in 2123? I can't tell (I think because of EMP field shading) whether there are forest hexes in the way (in addition to the smoke).
Also, what are the to hit modifiers for the Clan mechs this turn?
Also, what are the to hit modifiers for the Clan mechs this turn?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Does my Kurita Thunderbolt in 1905 have enough MPs to turn and engage in melee with the Ryoken to my rear? My other option is to stomp on that prone Loki but if it’s not combat effective I figured I’d go after the bigger threat.
I’ll leave it up to you how best to do it but I’d like to turn my Mackie and start making my way north, hugging the hill. If any firing opportunities come its way so much the better.
I’ll leave it up to you how best to do it but I’d like to turn my Mackie and start making my way north, hugging the hill. If any firing opportunities come its way so much the better.
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Wise words of warning from Smoove B: Oh, how you all laughed when I warned you about the semen. Well, who's laughing now?
- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
The Kurita T-Bolt can turn around and melee the Ryoken, yes.
Marauder can't see the Black Hawk from where it is right now: 2322 and 2222 are light woods + heavy smoke. I don't think there's any hex you can move to this turn to get LOS on it - nearest point is the river straight ahead.
Daishi: +0
Loki 2003: +1 (-1 if attacker adjacent)
Mad Cat 2704: +1
Mad Cat 3405: +3
Vulture 1619: +1 (-1 if attacker adjacent)
Vulture 1314: +1
Mad Cat 2033: +3
Ryoken 1806: +3
Marauder can't see the Black Hawk from where it is right now: 2322 and 2222 are light woods + heavy smoke. I don't think there's any hex you can move to this turn to get LOS on it - nearest point is the river straight ahead.
Daishi: +0
Loki 2003: +1 (-1 if attacker adjacent)
Mad Cat 2704: +1
Mad Cat 3405: +3
Vulture 1619: +1 (-1 if attacker adjacent)
Vulture 1314: +1
Mad Cat 2033: +3
Ryoken 1806: +3
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
To be able to target the rear of the Mad Cat 2704, where would I need to be? Looking at 2307, 2407, 2507, or 2606.
And would those give me some measure of safety from the Ryoken to the west? It looks like there are woods and smoke between us.
And would those give me some measure of safety from the Ryoken to the west? It looks like there are woods and smoke between us.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
2307 or 2407 should work. Ryoken has no LOS to any of those hexes.
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Then I'll jump to whichever of those gives me a better firing solution and unload what I can on the Mad Cat 2704. Oh, and I think I'll want to be facing roughly north-ish. Though... I'll get to move again before anyone can fire on me from a new spot (i.e. they won't get to move and attack my rear this turn), right? So maybe that won't matter.
Edit: What's up with the Loki in 2003?
Edit: What's up with the Loki in 2003?
Last edited by TheMix on Wed Oct 27, 2021 12:33 pm, edited 1 time in total.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
And no ace this round, right?
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
The Loki in 2003 is missing a leg and on the ground.
No ace.
No ace.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Marauder will stay still and fire at the Vulture in 1314 (since I understand the other vulture to be withdrawing).
The Ryoken in 3806 is crippled, right?
If so, The Kurita Awesome will turn and fire at the Mad Cat in 3405
The Ryoken in 3806 is crippled, right?
If so, The Kurita Awesome will turn and fire at the Mad Cat in 3405
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
It's not able to turn, right? So we can ignore it for the moment? I'm asking because I could send some LRMs that way, but I'd rather focus on the Mad Cat (which is apparently a much greater risk). But I also don't want to open myself up to attacks from the Loki in the future when I'm not expecting it.NickAragua wrote: ↑Wed Oct 27, 2021 12:36 pm The Loki in 2003 is missing a leg and on the ground.
No ace.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
The 3806 Ryoken is indeed crippled.
The Loki, even if it gets up, will only be able to move one hex per turn. So I wouldn't worry about any surprises from it.
The Loki, even if it gets up, will only be able to move one hex per turn. So I wouldn't worry about any surprises from it.
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