Can I use a long tom to drop a smoke round on my hex, or is a large hurtling canister still detrimental to my health?NickAragua wrote: ↑Mon Jun 06, 2022 12:57 pm
Exactly. As they say, "speed is life". Or, in the case of Lich and those guys up on the central hill, heavy smoke is a good substitute, so dropping some Long Tom smoke rounds is not a bad option. Partial cover is good if you can get it, while going out of line of sight entirely so you can only be shot at by a limited number of bad guys is even better.
Let's Play Together: GM'd Battletech via MegaMek XIII
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
You can. Smoke rounds don't inflict damage. Keep in mind it will take two of your moves to arrive, and may scatter if it doesn't hit (and also I'm pretty sure it produces a wide smoke cloud, although I could be wrong about that).
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
Can I do a conditional vote?
> SCHREK: All PPCs on Manticore
-> If all three hit, LICH fires an ERLL and an LRM at the Manticore, both ERMLs and the other LRM at the 3019 Vedette.
-> If two hit, LICH fires an ERLL and both LRMs at the Manticore, both ERMLs at the 3019 Vedette.
-> If one or none hit, LICH fires both ERLL and both LRM at the Manticore.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
All attacks are declared and resolved simultaneously, so that's not an option - the main conditionals that can be done here depend on the movement of ACE units (e.g. if I can shoot at the ACE target that, otherwise, target another unit).TotallyNotEvil wrote: ↑Mon Jun 06, 2022 3:18 pm Can I do a conditional vote?
> SCHREK: All PPCs on Manticore
-> If all three hit, LICH fires an ERLL and an LRM at the Manticore, both ERMLs and the other LRM at the 3019 Vedette.
-> If two hit, LICH fires an ERLL and both LRMs at the Manticore, both ERMLs at the 3019 Vedette.
-> If one or none hit, LICH fires both ERLL and both LRM at the Manticore.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
So it would likely be useful for me to back up 4129 > 4130 > 4230 then move forward 4130 > 4129 for a move of 5 (assuming each hex is 1 move if facing isn't changed)?NickAragua wrote: ↑Mon Jun 06, 2022 12:57 pmExactly. As they say, "speed is life". Or, in the case of Lich and those guys up on the central hill, heavy smoke is a good substitute, so dropping some Long Tom smoke rounds is not a bad option. Partial cover is good if you can get it, while going out of line of sight entirely so you can only be shot at by a limited number of bad guys is even better.gbasden wrote: ↑Mon Jun 06, 2022 12:53 pmMovement is good. Shuffling won't help though - the modifiers are in hexes moved. At least if I am remembering correctly.TheMix wrote: ↑Mon Jun 06, 2022 11:30 am Movement is good, right? It makes one harder to be hit? But if we don't want to actually move to another location, we can "shuffle" in our current cell? Or should I always be trying to move? If my movement is 5/8, then I'd want to try to move 5 so that they have +2 to hit me, and I only have +1 to hit them due to my walking?
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
Heh, nope - backwards and forward movement don't stack for evasion purposes. The defensive modifier is the largest one due to either forward or backward motion.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
Well... poo.NickAragua wrote: ↑Mon Jun 06, 2022 4:34 pmHeh, nope - backwards and forward movement don't stack for evasion purposes. The defensive modifier is the largest one due to either forward or backward motion.
Then I guess I'll just move to 4129 for some leg protection. Well, that and the hill to the NE.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
I'll move to 1223 and fire at the LRM carrier currently at 1312. Failing that, at the Hachetman currently at 0216. Long Tom to 4622.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
Ok, I'll keep to:
> LICH: Move to 3029, one ERLL and both LRMs on the wounded Manticore 3016. Both ERMLs on the 3019 Vedette.
> Schrek: All PPCs on the Manticore 3016.
> LICH: Move to 3029, one ERLL and both LRMs on the wounded Manticore 3016. Both ERMLs on the 3019 Vedette.
> Schrek: All PPCs on the Manticore 3016.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
Let’s move my Mackie up to 0927. If I can target that Shadow Hawk in 0317 I’ll take the shot since its LRMs are going to be a pain in the ass. If I can’t hit it because of terrain I’ll take another shot at the Hatchetman. If my little buddy moves up to 1627 can he gang up on that Manticore in 3016?
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
Nope, no LOS - blocked by hex 2917. He's got plenty of other targets from there, though.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
Bummer. But there's a whole column of Vedettes that are targetable? So not to hold things up if you can pick the best target after moving to its hex that would be great!NickAragua wrote: ↑Mon Jun 06, 2022 10:20 pmNope, no LOS - blocked by hex 2917. He's got plenty of other targets from there, though.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
So I'm at 3329, what is my current LoS? I'd like to target either the Falcon or Drillson if possible, are either of them in my range? And if not what would I have for LoS if I moved to 3528? Also I'll have my Drillson support me against my target with whatever it can follow up with weapon wise.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
For both of those, the only units you don't have LOS to (that are also within weapons range) are the ones is 3121 and 3221.
Although, now that you guys are in closer contact, I would recommend maxing out your movement modifiers a little more by jumping (3 or 5 hexes) or running (5 or 7 hexes), since lighter mechs are a little less able to absorb damage.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
Sure. Would a couple pulse medium lasers do it? They would hit on 5+ if I have this right (1 + 3 (movement) + 4 (range) -1 (improved long range targeting) - 2 (pulse laser bonus)) and do 7 damage apiece. Seems like it should get the job done?TotallyNotEvil wrote: ↑Mon Jun 06, 2022 4:18 am
Hey Guapo, I'm thinking of putting a couple of ERMLs and an LRM on the Drillson that has its right/rear turned towards us, can you put a couple of medium guns there to help? It's "only" got 19 points of armor on the right side to chew through, but I'd need to land everything to get that in one go.
So with the Daishi lets stay still again by our partial cover and fire:
2 medium pulse lasers at the 3221 Drillson
2 medium pulse lasers at the 3522 Falcon (that's in my front arc, right?)
1 LB-X/10 at the 3016 Manticore
2 LRM10s at the 3016 Manticore
2 large lasers at the 3221 Condor
Does that make sense? Should be 50 heat total (putting me up to 8 at the end of the turn). I don't have a great sense of how much armor the various targets have so feel free to reallocate based upon what makes sense and who else is targeting the same units.
For the Behemoth buddy he'll stay put (can't really go much of anywhere right now anyway) and fire at whoever makes sense to him.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
FYI Those two are out of your LOS, as is the 3221 Vedette (due to being short and adjacent to 3222 and 3122 respectively, which are one level higher than the vehicles).
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
Ah. Then I'll redirect the 2 medium pulse laser shots to the 3019 Vedette, and the large laser shots to the 3011 Hetzer, if that all makes sense.NickAragua wrote: ↑Tue Jun 07, 2022 10:07 amFYI Those two are out of your LOS, as is the 3221 Vedette (due to being short and adjacent to 3222 and 3122 respectively, which are one level higher than the vehicles).
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
Ok, so I'll fire 2 ERML's at the Drillson, and 2 ERML's at the Falcon, then my flamer at the hex in front of me. And then (if I can) jump back to my starting spot.
I'll have my buddy go after the Falcon with its weapons.
I'll have my buddy go after the Falcon with its weapons.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
The turn sequence (apologies for not making it clear) is move then fire. This turn it'll work fine, but most of the time it makes a difference.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
The first of the artillery rounds land - one scatters way the hell away from its intended target, the other lands dead on - the Bandersnatch catches a bunch of shrapnel to the head, while debris spangs off a nearby Vedette's turret.
Akalon's Drillson target moves too fast, skidding a little bit out of control and out of line of sight, leaving just the Falcon hovertank as the target for our Vulcan's weapons. Lasers slice across the hovertank's skirt, causing a cloud of dust to billow out - the hovertank slows down greatly. One of El Guapo's lasers connects with the Falcon tank, our mechwarrior spreading his fire out and hoping for a mobility kill, but with not much luck. The Behemoth out front, however, is in AC/10 range of a Vedette, punching several autocannon rounds through the front of the tank, taking it out.
Akalon's Drillson may have gotten away from him, but a well-placed laser blast from Akalon's "little" buddy slices off the hovertank's turret.
Lich frowns as a cloud of smoke billows out from where his LRMs hit the target Manticore, instead of explosions. "Ugh. Forgot to toggle." our mechwarrior comments. Still, the Manticore's treads take heavy damage from the standard LRMs, slowing it down substantially and nearly eliminating the front armor. An opening which the Schrek uses to put a PPC through, frying the tank's interior. Our tank pays a price though, a large amount of counterfire shredding its treads and immobilizing it. "Boss, we're two good laser hits away from getting lit up, we gotta bail!"
Leraje switches targets as the Griffin staggers to the side, opening fire on a Thunderbolt moving up to our position. The 5D is a weird variant, foregoing almost all of the of the original's weapons array in exchange for a single AC/20. Three PPCs connect, removing almost three tons of armor from the mech, leaving its right side fairly bare. The Demon tank's gauss slug goes wide as the mech ducks.
Bass, frustrated at the Drillson's escape, opens fire on the advancing Spartan instead as it snaps off a PPC shot at one of our hilltop tanks - the lasers connect, separating the Spartan from a good amount of its armor and forcing it to drop to the ground, face first, taking a considerable amount of time to get up before running up behind a steep cliff on the far side of Bass's hill. Our Stormcrow rocks as the Bandersnatch, despite having just taken a headshot, opens up with its twin LBX autocannons and LRMs - the armor damage is minimal, but a stray pellet gets through the left torso armor, disabling two heat sinks as it knocks around in the interior, while another stray pellet dings the cockpit.
Isgrimnur's Manticore buddy opens up on a Vedette that's part of the central armor column, breaching its left side armor with a PPC.
SgtSoldier dutifully hops back, firing up the Phoenix Hawk's jump jets and snapping off a symbolic laser blast at the distant Crusader. WestOrEast takes his place, eating a small number of LRMs from said Crusader, although the vast majority go wide. Our mechwarrior locks on to a distant LRM Carrier and lets loose with the Griffin's arsenal - the large laser fries the vehicle's front wheels, then the LRMs arrow in penetrating the armor and causing the carrier's left side to disappear. The return fire is painful, but the Griffin's armor holds. However, our mechwarrior is unable to keep the mech fully upright and has to drop to a knee to prevent from faceplanting.
Siljanus moves up, blasting away at an advancing Shadow Hawk with the Mackie's long-range big guns, hitting center of mass and gouging out huge chunks of armor. An AC/10 round from the hatchetman spangs off our mech's left torso, while an AC/5 round dings the Mackie's cockpit, causing all kinds of alarms to go off.
One of TheMix's pulse lasers and an LRM salvo connect with a Vedette moving down the canyon, the missiles blasting large parts off the tread assembly. It's not quite immobilized, but it's now as fast as a Behemoth. Which is not very fast.
Raw Data:
Current Battlefield State:
Status update:
Lich buddy immobilized and wants to bail out
TheMix buddy down to 2/3 movement
El Guapo buddy down to 1/2 movement
WestOrEast hull down (will automatically get up next turn for 2MP)
Bass two heat sinks destroyed (down to 36 heat sink capacity)
Any artillery fired at 4716 by Bass buddy will automatically hit
Artillery landing at 3018, 3520 this turn
Objective Update:
LRM Carrier destroyed (2/18 - credit WestOrEast)
Manticore destroyed (3/18 - credit Lich Buddy Schrek, Lich assist)
Vedette destroyed (4/18 - credit El Guapo Buddy Behemoth)
Drillson destroyed (5/18 - credit Akalon Buddy Drillson)
Vedette crippled (6/18)
Movement Modifiers:
Hatchetman 0219 +1
Shadow Hawk 0323 +2
Locust 0326 +4
Hetzer 1216 +2
Behemoth 1306 +0
Laser Carrier 1314 +2
Scorpion 1317 +1
Vedette 1719 +3
Vedette 1920 +2
Archer 2416 +1
SRM Carrier 3014 +2 (no LOS if attack passes through 3115, 2915, +2 extra if attack passes through 3016)
Partisan 3015 +2 (no LOS if attack passes through 2916, +2 extra if attack passes through 3016)
Hetzer 3016 +4 (+2 smoke, sorry about that)
Vedette 3020 +0 (no LOS if attack passes through 3021, movement down to 2/3)
Vedette 3121 +0 (crippled, withdrawing, stunned, movement down to 1/2)
Griffin 3523 +3
Condor 3825 +4
Falcon 3825 +2 (movement down to 5/8)
Drillson 3827 +4 (no LOS if attack passes through 3727, 3927)
Vedette 4122 +2
Thunderbolt 4419 +1 - right arm yellow
Griffin 4514 +2 (legs red, left torso red)
Laser Carrier 4517 +2
SRM Carrier 4615 +1 (no LOS if attack passes through 4516)
Bandersnatch 4619 +2
Vedette 4722 +3
Spartan 4824 +1
Akalon's Drillson target moves too fast, skidding a little bit out of control and out of line of sight, leaving just the Falcon hovertank as the target for our Vulcan's weapons. Lasers slice across the hovertank's skirt, causing a cloud of dust to billow out - the hovertank slows down greatly. One of El Guapo's lasers connects with the Falcon tank, our mechwarrior spreading his fire out and hoping for a mobility kill, but with not much luck. The Behemoth out front, however, is in AC/10 range of a Vedette, punching several autocannon rounds through the front of the tank, taking it out.
Akalon's Drillson may have gotten away from him, but a well-placed laser blast from Akalon's "little" buddy slices off the hovertank's turret.
Lich frowns as a cloud of smoke billows out from where his LRMs hit the target Manticore, instead of explosions. "Ugh. Forgot to toggle." our mechwarrior comments. Still, the Manticore's treads take heavy damage from the standard LRMs, slowing it down substantially and nearly eliminating the front armor. An opening which the Schrek uses to put a PPC through, frying the tank's interior. Our tank pays a price though, a large amount of counterfire shredding its treads and immobilizing it. "Boss, we're two good laser hits away from getting lit up, we gotta bail!"
Leraje switches targets as the Griffin staggers to the side, opening fire on a Thunderbolt moving up to our position. The 5D is a weird variant, foregoing almost all of the of the original's weapons array in exchange for a single AC/20. Three PPCs connect, removing almost three tons of armor from the mech, leaving its right side fairly bare. The Demon tank's gauss slug goes wide as the mech ducks.
Bass, frustrated at the Drillson's escape, opens fire on the advancing Spartan instead as it snaps off a PPC shot at one of our hilltop tanks - the lasers connect, separating the Spartan from a good amount of its armor and forcing it to drop to the ground, face first, taking a considerable amount of time to get up before running up behind a steep cliff on the far side of Bass's hill. Our Stormcrow rocks as the Bandersnatch, despite having just taken a headshot, opens up with its twin LBX autocannons and LRMs - the armor damage is minimal, but a stray pellet gets through the left torso armor, disabling two heat sinks as it knocks around in the interior, while another stray pellet dings the cockpit.
Isgrimnur's Manticore buddy opens up on a Vedette that's part of the central armor column, breaching its left side armor with a PPC.
SgtSoldier dutifully hops back, firing up the Phoenix Hawk's jump jets and snapping off a symbolic laser blast at the distant Crusader. WestOrEast takes his place, eating a small number of LRMs from said Crusader, although the vast majority go wide. Our mechwarrior locks on to a distant LRM Carrier and lets loose with the Griffin's arsenal - the large laser fries the vehicle's front wheels, then the LRMs arrow in penetrating the armor and causing the carrier's left side to disappear. The return fire is painful, but the Griffin's armor holds. However, our mechwarrior is unable to keep the mech fully upright and has to drop to a knee to prevent from faceplanting.
Siljanus moves up, blasting away at an advancing Shadow Hawk with the Mackie's long-range big guns, hitting center of mass and gouging out huge chunks of armor. An AC/10 round from the hatchetman spangs off our mech's left torso, while an AC/5 round dings the Mackie's cockpit, causing all kinds of alarms to go off.
One of TheMix's pulse lasers and an LRM salvo connect with a Vedette moving down the canyon, the missiles blasting large parts off the tread assembly. It's not quite immobilized, but it's now as fast as a Behemoth. Which is not very fast.
Raw Data:
Spoiler:
Spoiler:
Lich buddy immobilized and wants to bail out
TheMix buddy down to 2/3 movement
El Guapo buddy down to 1/2 movement
WestOrEast hull down (will automatically get up next turn for 2MP)
Bass two heat sinks destroyed (down to 36 heat sink capacity)
Any artillery fired at 4716 by Bass buddy will automatically hit
Artillery landing at 3018, 3520 this turn
Objective Update:
LRM Carrier destroyed (2/18 - credit WestOrEast)
Manticore destroyed (3/18 - credit Lich Buddy Schrek, Lich assist)
Vedette destroyed (4/18 - credit El Guapo Buddy Behemoth)
Drillson destroyed (5/18 - credit Akalon Buddy Drillson)
Vedette crippled (6/18)
Movement Modifiers:
Hatchetman 0219 +1
Shadow Hawk 0323 +2
Locust 0326 +4
Hetzer 1216 +2
Behemoth 1306 +0
Laser Carrier 1314 +2
Scorpion 1317 +1
Vedette 1719 +3
Vedette 1920 +2
Archer 2416 +1
SRM Carrier 3014 +2 (no LOS if attack passes through 3115, 2915, +2 extra if attack passes through 3016)
Partisan 3015 +2 (no LOS if attack passes through 2916, +2 extra if attack passes through 3016)
Hetzer 3016 +4 (+2 smoke, sorry about that)
Vedette 3020 +0 (no LOS if attack passes through 3021, movement down to 2/3)
Vedette 3121 +0 (crippled, withdrawing, stunned, movement down to 1/2)
Griffin 3523 +3
Condor 3825 +4
Falcon 3825 +2 (movement down to 5/8)
Drillson 3827 +4 (no LOS if attack passes through 3727, 3927)
Vedette 4122 +2
Thunderbolt 4419 +1 - right arm yellow
Griffin 4514 +2 (legs red, left torso red)
Laser Carrier 4517 +2
SRM Carrier 4615 +1 (no LOS if attack passes through 4516)
Bandersnatch 4619 +2
Vedette 4722 +3
Spartan 4824 +1
Last edited by NickAragua on Tue Jun 07, 2022 9:33 pm, edited 1 time in total.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
Ok, so let's focus fire a little more (and hopefully aim better).
Fire 2 large lasers and 4 medium pulse lasers at the 3523 Griffin
Fire the LRMs and the LB-X/10 at the 3016 Hetzer
Is that 50 heat? 2 large lasers (24) + 4 medium pulse lasers (16) + 2 LRM 10 (8) + LB-X/10 (2)? Seems like my heat regularly coming in lower than I'm expecting (not that I'm complaining).
L'il buddy can fire at will.
Fire 2 large lasers and 4 medium pulse lasers at the 3523 Griffin
Fire the LRMs and the LB-X/10 at the 3016 Hetzer
Is that 50 heat? 2 large lasers (24) + 4 medium pulse lasers (16) + 2 LRM 10 (8) + LB-X/10 (2)? Seems like my heat regularly coming in lower than I'm expecting (not that I'm complaining).
L'il buddy can fire at will.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
Wow do I have an oversized head on my mech? I guess since I’m in partial cover my head just looks so appealing.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
I think your problem is that you think you have two LRM/10s. Which is really my problem because I goofed on your stat block.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
Your mech looks like this (including the two crotch guns), so yeah, your head's pretty big.
Spoiler:
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
ah, that explains it.NickAragua wrote: ↑Tue Jun 07, 2022 4:57 pmI think your problem is that you think you have two LRM/10s. Which is really my problem because I goofed on your stat block.
I think I'm going to switch the LRM10 and LB-X10 to firing at the Vedette in 4122.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
Buddy back up to 2321. Me to 2721, so we can get a little better odds.
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
I'll jump to 3328 and Alpha strike the Griffen while my buddy hits that drillson that got past him.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
Niiiiiiiiiiiick, that's not what people mean when they say they are going to smoke off the enemy!
A small price to pay for the most powerful hip thrusts in the galaxy.NickAragua wrote: ↑Tue Jun 07, 2022 4:59 pmYour mech looks like this (including the two crotch guns), so yeah, your head's pretty big.
Spoiler:
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
I'm going to stand up and move to 1125 and fire on the Shadow Hawk. Artillery to 1819.
Generally a good turn. Anyone who can shoot at that Griffin at 4514 probably should and hope to knock out a leg. A third of the way there and we have yet to take serious damage.
Generally a good turn. Anyone who can shoot at that Griffin at 4514 probably should and hope to knock out a leg. A third of the way there and we have yet to take serious damage.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
Seems like he has partial cover for most of us (including me), which would seem to make knocking out a leg impossible.WestorEast wrote: ↑Tue Jun 07, 2022 6:25 pm I'm going to stand up and move to 1125 and fire on the Shadow Hawk. Artillery to 1819.
Generally a good turn. Anyone who can shoot at that Griffin at 4514 probably should and hope to knock out a leg. A third of the way there and we have yet to take serious damage.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
You should mod out those lasers for some LB 10-X Autocannons.TotallyNotEvil wrote: ↑Tue Jun 07, 2022 6:22 pm Niiiiiiiiiiiick, that's not what people mean when they say they are going to smoke off the enemy!
A small price to pay for the most powerful hip thrusts in the galaxy.NickAragua wrote: ↑Tue Jun 07, 2022 4:59 pmYour mech looks like this (including the two crotch guns), so yeah, your head's pretty big.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
For Nick:
So, that healthier Griffin is going to eat ten points of damage to its back? While the Scorpion and Vedette over there will get dinger for another five.
Can I convince the crew to stick it out one more round before bailing out?
Who could feasibly knock off the leg from the wounded Griffin?
For the thread:
Watch out for those Hetzers and SRM carriers gang, we should take them out next turn at the latest, or they will be in range to start ruining our day.
Honestly, I'm a bit torn up this round. Maybe us three on top of the hill could try and fry the Griffin that's really close? OTOH, the far away Griffin and the Thud are really weak.
Thoughts?
So, that healthier Griffin is going to eat ten points of damage to its back? While the Scorpion and Vedette over there will get dinger for another five.
Can I convince the crew to stick it out one more round before bailing out?
Who could feasibly knock off the leg from the wounded Griffin?
For the thread:
Watch out for those Hetzers and SRM carriers gang, we should take them out next turn at the latest, or they will be in range to start ruining our day.
Honestly, I'm a bit torn up this round. Maybe us three on top of the hill could try and fry the Griffin that's really close? OTOH, the far away Griffin and the Thud are really weak.
Thoughts?
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
If the round lands exactly on target, yes. Otherwise, it'll scatter (random direction, # of hexes equal to how much the roll missed by).TotallyNotEvil wrote: ↑Tue Jun 07, 2022 7:12 pm For Nick:
So, that healthier Griffin is going to eat ten points of damage to its back? While the Scorpion and Vedette over there will get dinger for another five.
Can I convince the crew to stick it out one more round before bailing out?
Who could feasibly knock off the leg from the wounded Griffin?
Yes, there can be a "manually rolled" morale check. Once their armor is breached though, they're bailing no matter what you say.
Partial cover only works if the attacker is at or below the defender's level.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
Okay, I think my buddy needs to pull back a little. And hopefully fire at the Drillson in 3827. Does that mean that he needs to move to 3930? That 4030 would block LoS?
I was going to look at either the Griffin in 3523 and/or the Drillson, but Akalon is going after the Griffin, so now I'm thinking I need to shift to the other side of the hill and help Bass out before s/he gets in too much trouble.
Where can I get to (without completely exposing myself) to target the Spartan in 4824?
Or, alternatively, can I use Bass to allow me to target the Spartan with LRMs, and then use the lasers on alternative targets?
I was going to look at either the Griffin in 3523 and/or the Drillson, but Akalon is going after the Griffin, so now I'm thinking I need to shift to the other side of the hill and help Bass out before s/he gets in too much trouble.
Where can I get to (without completely exposing myself) to target the Spartan in 4824?
Or, alternatively, can I use Bass to allow me to target the Spartan with LRMs, and then use the lasers on alternative targets?
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
Yeah, 3930 is your only option, you can't get to 4030 (can't use run movement when moving backwards and the buddy only has 2 walk MP).TheMix wrote: ↑Tue Jun 07, 2022 9:11 pm Okay, I think my buddy needs to pull back a little. And hopefully fire at the Drillson in 3827. Does that mean that he needs to move to 3930? That 4030 would block LoS?
Where can I get to (without completely exposing myself) to target the Spartan in 4824?
Or, alternatively, can I use Bass to allow me to target the Spartan with LRMs, and then use the lasers on alternative targets?
Looks like I misread the terrain and the Spartan is actually targetable from anywhere that's level 3 or 4 (I'll update the status). 4331 and 4428 are all decent options, the latter being more aggressive. You can also rely on spotting for indirect fire while lasering something else.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
Thanks. So.... if I do 1 to turn, 1 for elevation, 1 to move to 4228, could I then move to either 4329 or 4428, and be able to do an alpha strike (that's all weapons, right?) on the Spartan?
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
Oh, and back the buddy up and fire. Might be worth having him take up a flanking position and shoot anything that makes it into the valley.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
Yep. Alpha strike is going to heat you up pretty badly though. Your weapons generate 40 heat and you only sink 24, plus you already have 3 and walking/running generates 1 or 2. So you're probably looking at a shutdown roll and possibly an ammo explosion roll.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
Uh. What about just the LRMs and the LP Lasers? If that's still too hot, I could do the medium lasers instead and hold the large ones.
Edit: I see... Basically the LPLs = the MPL + the LRMs. This mech is so different from the last one. Since the Spartan is within medium range of the MPLs, let's just go with them plus the LRMs.
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Re: Let's Play Together: GM'd Battletech via MegaMek XIII
Ummm…that is one of the silliest things I’ve seen. So that said, let’s move Thundercrotch backwards to hex 1028, keep facing towards the Shadow Hawk in 0323 and take a shot at it with whatever weapons can be brought to bear. My buddy in 1627 can stay in place and fire LRMs at the Shadow Hawk as well.NickAragua wrote: ↑Tue Jun 07, 2022 4:59 pmYour mech looks like this (including the two crotch guns), so yeah, your head's pretty big.
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