Let's Play Together: GM'd Battletech via MegaMek X
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- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via MegaMek X
1917, engage Black Hawk
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Re: Let's Play Together: GM'd Battletech via MegaMek X
There's nothing that we can do to put out the fire, right? Will it ever burn out or will the HQ folks be able to potentially put it out?
Also, the minimum range penalty is +1 per space closer than the minimum range, right? So if I'm firing at the Ryoku next to me, that's +2 for PPCs and +1 for the Gauss?
Also, the minimum range penalty is +1 per space closer than the minimum range, right? So if I'm firing at the Ryoku next to me, that's +2 for PPCs and +1 for the Gauss?
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Re: Let's Play Together: GM'd Battletech via MegaMek X
The HQ guys will attempt to put the fire out every turn, starting on this one, succeeding on a 10+ (the mechanism is not implemented in MegaMek, so we'll just pretend the fire got put out if they do succeed). You can also apparently put the fire out by inflicting 40+ damage on the hex in question with an area effect weapon, but, uh, well, you know.El Guapo wrote: ↑Fri Jan 15, 2021 12:24 pm There's nothing that we can do to put out the fire, right? Will it ever burn out or will the HQ folks be able to potentially put it out?
Also, the minimum range penalty is +1 per space closer than the minimum range, right? So if I'm firing at the Ryoku next to me, that's +2 for PPCs and +1 for the Gauss?
Minimum range penalty is (weapon minimum range - distance to target + 1). So, for standard PPCs, that's +3 at range 1, +2 at range 2, +1 at range 3.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Drillson to 0525 and open up with all it has on the Stormcrow ID9 hex 0718.
Galleon from 1320 to 0722 and fire all it can on Stormcrow ID9 hex 0718.
Kamov Gunship to 2521 as a "distraction".
Galleon from 1320 to 0722 and fire all it can on Stormcrow ID9 hex 0718.
Kamov Gunship to 2521 as a "distraction".
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Re: Let's Play Together: GM'd Battletech via MegaMek X
What's the firing arc for left arm / left torso? If I move to either 0720 or 0820 (or 0821) can the Ryoken hit me with the weapons in his left and/or left torso?
ALSO - can we officially change the name of the Ryoken to the Haduken?
ALSO - can we officially change the name of the Ryoken to the Haduken?
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Front firing arc is the three hexes in front of the mech.
Firing arc for an arm is an additional hex to the left or right of the three hexes in front of the mech.
The Ryoken can torso twist, which lets it swing its firing arc around by one hex in either direction, so unless you can get to its rear arc (you can't, especially with your mech being down to 3/5 movement due to heat), it'll be able to shoot at you. And even in the rear arc, it can shoot one of its arm-mounted weapons.
The clanners call it the Stormcrow.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek X
I'm going to walk backwards three spaces to 0821, torso twist back to the left (so I'm facing forwards), and then fire the Gauss, one PPC, and one medium laser at the haduken! in 0719.
Should leave me at 7 heat.
Should leave me at 7 heat.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Walking backwards limits you to your walk MP (so 3) in this case. 0820 isn't too bad though.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Oh, I thought the hex numbers were the ones on the bottom of the hexes, not the top. 0820 is what I meant.NickAragua wrote: ↑Fri Jan 15, 2021 2:20 pm Walking backwards limits you to your walk MP (so 3) in this case. 0820 isn't too bad though.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Round 5:
With an Awesome, a Thug, a Marauder, two tanks and a couple of turrets focusing fire on it, the other Ryoken doesn't do too well. Thud and El Guapo's heavy weapons cause an armor breach on the right torso, and then the large laser from the Drillson shears off the right arm. The clan mech's heat spikes drastically as a good chunk of its XL engine shielding goes off with the arm. Surprisingly, the mechwarrior manages to keep his mech upright, successfully mashes the shutdown override button and even retaliates, blasting through the nearby Galleon's armor with pulse lasers then finishing it off with the LBX autocannon.
Thud's gambit to protect the Awesome's center torso succeed, as the 80-tonner takes another two PPC shots to the left side, losing most armor on the left leg (it seems that the hill isn't cutting it for cover due to being lower than the Hellbringer's hill) and a good amount of armor on the left arm. "Not gonna be able to take much more of that." Our mechwarrior reports.
Fury moves to engage the Blackhawk, to little effect - it's just out of range of the medium lasers, and, on top of that, the Dragonfly jumps into the smoke nearby, pinging our mech with SRMs.
The guys in the HQ building get pummeled a little bit by MG rounds from the Dragonfly and a few missiles plus an LBX slug round from the Black Hawk.
Raw data:
Battlefield state:
The second Ryoken backs up to the west, putting a hill between itself and our two 80-tonners. It's still pointing its remaining weapon at our units within line of sight, but its intent is obviously to disengage.
The other Ryoken turns a little but stays on the ground, while the four battle armor troopers dismount.
The Hellbringer stays in place, while the Black Hawk jumps to the south, keeping its weapons pointed at the HQ.
Unit status update:
Awesome's left leg is in the red, left arm in the yellow.
Galleon 158 reports right-side laser malfunction. Can unjam, but is limited to cruise/walk MP and no weapons fire for the turn.
Marauder down to 3/5 movement due to heat.
Karnov still limited to 7 MP.
Aerospace fighters will be available for air-to-ground strikes on round 6.
Objective update:
HQ building: 22 CF remaining. Fire still burning (rolled 5, needed 10 to put out fire)
Ryoken 9 crippled (48% hostile force destroyed or crippled)
Galleon 161 destroyed (22% player force destroyed or crippled)
Movement mods:
Ryoken 6: +0, +1 if attack from non-adjacent hex
Ryoken 9: +1
Elementals 78: +1
Black Hawk: +3
Dragonfly: Unknown (ace)
With an Awesome, a Thug, a Marauder, two tanks and a couple of turrets focusing fire on it, the other Ryoken doesn't do too well. Thud and El Guapo's heavy weapons cause an armor breach on the right torso, and then the large laser from the Drillson shears off the right arm. The clan mech's heat spikes drastically as a good chunk of its XL engine shielding goes off with the arm. Surprisingly, the mechwarrior manages to keep his mech upright, successfully mashes the shutdown override button and even retaliates, blasting through the nearby Galleon's armor with pulse lasers then finishing it off with the LBX autocannon.
Thud's gambit to protect the Awesome's center torso succeed, as the 80-tonner takes another two PPC shots to the left side, losing most armor on the left leg (it seems that the hill isn't cutting it for cover due to being lower than the Hellbringer's hill) and a good amount of armor on the left arm. "Not gonna be able to take much more of that." Our mechwarrior reports.
Fury moves to engage the Blackhawk, to little effect - it's just out of range of the medium lasers, and, on top of that, the Dragonfly jumps into the smoke nearby, pinging our mech with SRMs.
The guys in the HQ building get pummeled a little bit by MG rounds from the Dragonfly and a few missiles plus an LBX slug round from the Black Hawk.
Raw data:
Spoiler:
Spoiler:
The other Ryoken turns a little but stays on the ground, while the four battle armor troopers dismount.
The Hellbringer stays in place, while the Black Hawk jumps to the south, keeping its weapons pointed at the HQ.
Unit status update:
Awesome's left leg is in the red, left arm in the yellow.
Galleon 158 reports right-side laser malfunction. Can unjam, but is limited to cruise/walk MP and no weapons fire for the turn.
Marauder down to 3/5 movement due to heat.
Karnov still limited to 7 MP.
Aerospace fighters will be available for air-to-ground strikes on round 6.
Objective update:
HQ building: 22 CF remaining. Fire still burning (rolled 5, needed 10 to put out fire)
Ryoken 9 crippled (48% hostile force destroyed or crippled)
Galleon 161 destroyed (22% player force destroyed or crippled)
Movement mods:
Ryoken 6: +0, +1 if attack from non-adjacent hex
Ryoken 9: +1
Elementals 78: +1
Black Hawk: +3
Dragonfly: Unknown (ace)
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- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Jump to 2315 and light up the Ace Dragonfly with everything.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
FYI, that's a swamp hex, meaning auto-bog down (you're much easier to hit and have to make a PSR to get out the next turn). Also, he's probably going to move.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
So he's moving before I can fire?
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Re: Let's Play Together: GM'd Battletech via MegaMek X
1516 to head off the new squishies
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Re: Let's Play Together: GM'd Battletech via MegaMek X
So is the 2nd Haduken (that I just fired on) going to fire this round, or are they withdrawing / out of combat unless fired upon?
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Re: Let's Play Together: GM'd Battletech via MegaMek X
He'll probably take some pot shots on his way out, but he's on the way out. If you have more important business to attend to, he's a lower priority target, especially since he's missing half his guns.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Backpedal to 1312 and engage the Viper.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
You've got 2 walk MP (3 run) due to heat, and getting up costs 2MP, so you can basically get up and turn.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
So the dragonfly is moving last because he's an ace? But everyone else on their side has moved?
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Bugger... looks like I'm stuck in that position then. Not sure which option is worse - turn enough to present right side to the Hellbringer and expose the rear to Viper and Nova or to stay as is...NickAragua wrote: ↑Fri Jan 15, 2021 6:05 pmYou've got 2 walk MP (3 run) due to heat, and getting up costs 2MP, so you can basically get up and turn.
Leaning towards turning to face 1312 and firing only right-arm weapon at Hellbringer. Followed by praying that I last long enough to hide next turn.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
If i go back to 0817, does the hill block the second Haduken from hitting me?
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Respect!Surprisingly, the mechwarrior manages to keep his mech upright, successfully mashes the shutdown override button and even retaliates, blasting through the nearby Galleon's armor with pulse lasers then finishing it off with the LBX autocannon.
Will my Drillson have a shot at that Dragonfly from 1821? If so I’d like to hover over there and light up that pesky Dragonfly.
I’d like to move the gunship to 1819. My endgame is to engage those Elementals that popped up so hopefully I’ll be left alone for a few rounds as I slowly make my way towards them.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Yes.
Probably, depending on where it chooses to move. Only issue is you'll come up one short from 1821 (looks like it'll take 15 MP to get there, you've got 14)
I assume while getting up?
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Yes.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Oops, I’ll stop one hex before then. I’ll let you pick the best spot.NickAragua wrote: ↑Fri Jan 15, 2021 9:53 pm
Probably, depending on where it chooses to move. Only issue is you'll come up one short
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Ok, I'll walk back to 0817. I'll plan on torsotwisting and firing at the dragon fly if I can hit him after he moves. If not I'll fire at the newly dismounted elementals to the northeast.
I'd like to walk / run to the east, but I don't see a good way to do that without having the haduken shoot me in the back.
I'd like to walk / run to the east, but I don't see a good way to do that without having the haduken shoot me in the back.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Galleon 158 will move towards the HQ building as best as possible while working to unjam the laser. (?)
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Is it worth me moving west and taking out battle armour or head ne towards guy
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Re: Let's Play Together: GM'd Battletech via MegaMek X
The elementals aren’t going to be too dangerous compared to the mechs firing on your hq.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Ok head east ( sorry on ph and cant read coords) and fire at dragonfly
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Thud turns the Awesome and snaps off a shot at the Loki, the lightning going wide. The Loki's PPC shot goes wide as well. Unfortunately, as the Galleon crew moves south and works to unjam the laser, the Loki directs some attention at them with its SRM launcher. All six missiles hit, wrecking the light tank.
El Guapo moves north, tracking the Dragonfly as it lands next to the Drillson. A PPC shot fries part of the light mech's head armor, while a blast from the gauss rifle rips off the left arm. This damage throws the Dragonfly's aim off, and it only manages to land a single SRM on the Drillson before the arm with said launcher is wrecked, although the hovertank is unable to land a hit, either. Guru's PPCs fly wide, our mechwarrior not quite able to line up a shot on the Dragonfly's jump arc, but forcing the mech's kick off target, keeping the Drillson alive for the time being.
Fury and a couple of laser turrets target the battle armor troopers dismounted from the Stormcrow to the northwest, Fury's laser going wide, but a couple of the turret-mounted lasers hitting their mark. The troopers don't show much sign of being affected by the damage, other than some scorch marks.
The Blackhawk continues hanging back, sending another salvo of LRMs at the HQ. Their last panicked transmission is cut off - the structure remains standing, but everyone inside is either dead, or the power to the turrets and comms have been cut off. The Karnov takes a few more cluster pellets from LBX autocannons but remains in the air. Still, the heli struggles to move at any reasonable pace.
Raw data:
Battlefield state:
The legged Ryoken's remaining leg snaps off as it tries to get up again, leaving it completely unable to leave the battlefield. The battle armor troopers move north, seeking cover from the more broken terrain in that area.
The other Ryoken makes its way north as well, smoke and heat waves still rising from the crippled mech. Its weapons continue tracking our units as it moves north.
The Loki remains stationary, having cooled off a little bit, while the Blackhawk and Dragonfly jump north, probably aiming to finish off the HQ and then pull back.
Objective update:
HQ: 14 CF remaining, crew killed
Galleon 158 destroyed (33% player force destroyed or crippled)
Movement mods:
Loki: 0
Ryoken 6: 0
Ryoken 9: +1
Dragonfly: +6 (+4 jumping, +2 in heavy smoke)
Blackhawk: +3
We have three aerospace strikes (a Shilone and two Lucifers). Nominate targets:
[] Loki (untouched, easy to hit)
[] Black Hawk (mostly intact, somewhat hard to hit)
[] Dragonfly (damaged, really hard to hit)
El Guapo moves north, tracking the Dragonfly as it lands next to the Drillson. A PPC shot fries part of the light mech's head armor, while a blast from the gauss rifle rips off the left arm. This damage throws the Dragonfly's aim off, and it only manages to land a single SRM on the Drillson before the arm with said launcher is wrecked, although the hovertank is unable to land a hit, either. Guru's PPCs fly wide, our mechwarrior not quite able to line up a shot on the Dragonfly's jump arc, but forcing the mech's kick off target, keeping the Drillson alive for the time being.
Fury and a couple of laser turrets target the battle armor troopers dismounted from the Stormcrow to the northwest, Fury's laser going wide, but a couple of the turret-mounted lasers hitting their mark. The troopers don't show much sign of being affected by the damage, other than some scorch marks.
The Blackhawk continues hanging back, sending another salvo of LRMs at the HQ. Their last panicked transmission is cut off - the structure remains standing, but everyone inside is either dead, or the power to the turrets and comms have been cut off. The Karnov takes a few more cluster pellets from LBX autocannons but remains in the air. Still, the heli struggles to move at any reasonable pace.
Raw data:
Spoiler:
Spoiler:
The other Ryoken makes its way north as well, smoke and heat waves still rising from the crippled mech. Its weapons continue tracking our units as it moves north.
The Loki remains stationary, having cooled off a little bit, while the Blackhawk and Dragonfly jump north, probably aiming to finish off the HQ and then pull back.
Objective update:
HQ: 14 CF remaining, crew killed
Galleon 158 destroyed (33% player force destroyed or crippled)
Movement mods:
Loki: 0
Ryoken 6: 0
Ryoken 9: +1
Dragonfly: +6 (+4 jumping, +2 in heavy smoke)
Blackhawk: +3
We have three aerospace strikes (a Shilone and two Lucifers). Nominate targets:
[] Loki (untouched, easy to hit)
[] Black Hawk (mostly intact, somewhat hard to hit)
[] Dragonfly (damaged, really hard to hit)
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Re: Let's Play Together: GM'd Battletech via MegaMek X
can i get to 2014 and physical attach dragonfly and fire weapon at blackhawk?
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Heh... looks like I'll have to risk staying where I am, otherwise I'll have no LOS to mission-critical targets. So crouch, twist and fire everything at the Hellbringer. Please correct me if I'm wrong re:LOS.
All ASF are to attack the aforementioned Hellbringer. If we manage to drop it, at least we may eak out a draw out of this.
All ASF are to attack the aforementioned Hellbringer. If we manage to drop it, at least we may eak out a draw out of this.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Yep.Stefan Stirzaker wrote: ↑Mon Jan 18, 2021 5:22 pm can i get to 2014 and physical attach dragonfly and fire weapon at blackhawk?
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Re: Let's Play Together: GM'd Battletech via MegaMek X
[x] Black Hawk (mostly intact, somewhat hard to hit)
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Re: Let's Play Together: GM'd Battletech via MegaMek X
1915, Dragonfly.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Have them all hit the Loki. Command mech, so best odds of salvaging a draw here.NickAragua wrote: ↑Mon Jan 18, 2021 4:07 pm
We have three aerospace strikes (a Shilone and two Lucifers). Nominate targets:
[X] Loki (untouched, easy to hit)
[] Black Hawk (mostly intact, somewhat hard to hit)
[] Dragonfly (damaged, really hard to hit)
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Re: Let's Play Together: GM'd Battletech via MegaMek X
I agreeEl Guapo wrote:Have them all hit the Loki. Command mech, so best odds of salvaging a draw here.NickAragua wrote: ↑Mon Jan 18, 2021 4:07 pm
We have three aerospace strikes (a Shilone and two Lucifers). Nominate targets:
[X] Loki (untouched, easy to hit)
[] Black Hawk (mostly intact, somewhat hard to hit)
[] Dragonfly (damaged, really hard to hit)
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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?
-Michelle Obama 2024 Democratic Convention
Wise words of warning from Smoove B: Oh, how you all laughed when I warned you about the semen. Well, who's laughing now?