She, eh? #Feminism #XenaMechWarriorPrincessNickAragua wrote: ↑Tue Dec 12, 2017 1:37 pm As a note, the Maxim wound up having to move this turn after the enemy vehicles. Going forward, you'll want to issue it directions for the next turn, and the pilot will attempt to follow them as much as possible (unless she whiffs another 4+ driving roll and crashes into a building).
Let's Play Together: GM'd Battletech via Megamek II
Moderator: Zaxxon
- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GM'd Battletech via Megamek II
Black Lives Matter.
- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GM'd Battletech via Megamek II
So the J. Edgar drove into the same space as the Firestarter? It can do that without colliding?
Black Lives Matter.
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GM'd Battletech via Megamek II
Right. You can stack mechs and vehicles on the same space. I believe it's 1 mech, 2 vehicles. Vehicles can enter a space with an enemy mech, but can't go through (and, likewise, mechs can enter spaces with enemy vehicles but not go through). However, vehicles cannot enter a space with an enemy vehicle.
Edit: Oh yeah, and unless you're infantry, you can't shoot into your own hex. But you can kick vehicles scurrying about underfoot.
Edit: Oh yeah, and unless you're infantry, you can't shoot into your own hex. But you can kick vehicles scurrying about underfoot.
Black Lives Matter
- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GM'd Battletech via Megamek II
FIrestarter - turn twice, then back up to 0525. Fire everything at the J. Edgar.
Hunchback - if I'm not mistaken no one has LOS on me right now except for the Wasp. So, turn to the right and fire the AC20 and the two medium lasers at the Wasp (save the small laser so as to not increase heat).
Don't feel too strongly about what the Maxim does. I would leave that to the driver's discretion, though I guess I'd advise turning south and getting behind the assassin, as that road (three light mechs plus the vindicator) seems doable, and the northern road would expose it to the Dervish's LRMs (and possibly to the Saladin).
Hunchback - if I'm not mistaken no one has LOS on me right now except for the Wasp. So, turn to the right and fire the AC20 and the two medium lasers at the Wasp (save the small laser so as to not increase heat).
Don't feel too strongly about what the Maxim does. I would leave that to the driver's discretion, though I guess I'd advise turning south and getting behind the assassin, as that road (three light mechs plus the vindicator) seems doable, and the northern road would expose it to the Dervish's LRMs (and possibly to the Saladin).
Black Lives Matter.
- gbasden
- Posts: 7858
- Joined: Wed Oct 13, 2004 1:57 am
- Location: Sacramento, CA
Re: Let's Play Together: GM'd Battletech via Megamek II
Would hex 0931 be able to fire on 1029 or is LOS blocked?
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GM'd Battletech via Megamek II
Blocked by the building in 1030.
Black Lives Matter
- gbasden
- Posts: 7858
- Joined: Wed Oct 13, 2004 1:57 am
- Location: Sacramento, CA
Re: Let's Play Together: GM'd Battletech via Megamek II
Urg. Well, the Assassin will jump to 1131 and shoot the medium lasers at the Wasp's back. The Centurion will back up 3 spaces and fire the large laser and the LRMs at the Locust.
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GM'd Battletech via Megamek II
The first move would cost 5 MP, which puts you into "run" territory, and you can't run if you back up. However, you can accomplish the same goal by running down the street to the right or jumping.
Black Lives Matter
- Isgrimnur
- Posts: 84851
- Joined: Sun Oct 15, 2006 12:29 am
- Location: Chookity pok
- Contact:
Re: Let's Play Together: GM'd Battletech via Megamek II
Let's jump, then.
It's almost as if people are the problem.
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GM'd Battletech via Megamek II
The Maxim recovers from window shopping by firing SRMs and machineguns from its turret on the J. Edgar. Between that and a small laser from the Firestarter, bits of the little tank come off and it settles gently onto the pavement. The Firestarter does catch a stray SRM to the right torso, but it's barely a scratch.
El Guapo's Hunchback catches one of the enemy bug mechs as they round the corner, coring out the center torso completely.
Isgrimnur puts a couple of LRMs into the building where the Pegasus is "taking cover", even as his PPC and laser go wide. After a few seconds though, his sensors show the vehicle as powered down and he moves on.
The assassin sticks a difficult jump, the cramped cockpit making it all the more difficult, but has no attention to spare as a result on actually shooting his target Wasp. But that's ok, by the time he gets there, it's already a pile of debris on the ground.
Raw movement, firing, heat data:
The Galleon zips up to where the J. Edgar was just disabled, starting the U-turn just as it gets to the intersection. The Saladin, Dervish and Scorpion advance down the street to the north of the compound, while the enemy Vindicator 1R advances in parallel. The Saracens hold position. The Locust and Stinger aggressively advance down the south street, cornering the Maxim, while the enemy Vindicator 1X holds position.
El Guapo's Hunchback catches one of the enemy bug mechs as they round the corner, coring out the center torso completely.
Isgrimnur puts a couple of LRMs into the building where the Pegasus is "taking cover", even as his PPC and laser go wide. After a few seconds though, his sensors show the vehicle as powered down and he moves on.
The assassin sticks a difficult jump, the cramped cockpit making it all the more difficult, but has no attention to spare as a result on actually shooting his target Wasp. But that's ok, by the time he gets there, it's already a pile of debris on the ground.
Raw movement, firing, heat data:
Spoiler:
The Galleon zips up to where the J. Edgar was just disabled, starting the U-turn just as it gets to the intersection. The Saladin, Dervish and Scorpion advance down the street to the north of the compound, while the enemy Vindicator 1R advances in parallel. The Saracens hold position. The Locust and Stinger aggressively advance down the south street, cornering the Maxim, while the enemy Vindicator 1X holds position.
Black Lives Matter
- Isgrimnur
- Posts: 84851
- Joined: Sun Oct 15, 2006 12:29 am
- Location: Chookity pok
- Contact:
Re: Let's Play Together: GM'd Battletech via Megamek II
Too bad we likely won't have time to salvage this match. Those Pegasuseseses would make for fun bumper cars back at base.
It's almost as if people are the problem.
- Isgrimnur
- Posts: 84851
- Joined: Sun Oct 15, 2006 12:29 am
- Location: Chookity pok
- Contact:
Re: Let's Play Together: GM'd Battletech via Megamek II
Let's put the Warhammer at 0929, firing on the Locust.
And I want to be at 1114 facing due South for the other Vindy if he moves to 1119. I'll make the roll if one's needed.
And I want to be at 1114 facing due South for the other Vindy if he moves to 1119. I'll make the roll if one's needed.
It's almost as if people are the problem.
- gbasden
- Posts: 7858
- Joined: Wed Oct 13, 2004 1:57 am
- Location: Sacramento, CA
Re: Let's Play Together: GM'd Battletech via Megamek II
The Assassin will move to 1032 (which I believe is still walking), and fire at the locust with both medium lasers. Does he need a piloting roll to punch, and does he take the cramped cockpit penalty?
The Centurion will stay put and fire her lasers at the Stinger in front of her and fire the LRMs at the Vindicator if the to hit roll isn't too heinous. She will also melee the stinger if it survives.
The Centurion will stay put and fire her lasers at the Stinger in front of her and fire the LRMs at the Vindicator if the to hit roll isn't too heinous. She will also melee the stinger if it survives.
Last edited by gbasden on Thu Dec 14, 2017 12:13 am, edited 1 time in total.
- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GM'd Battletech via Megamek II
Not sure there are a ton of really critical tasks for my mechs, but these seem like the best options:
Firestarter - run down to 0531. Fire the small lasers and large laser at the stinger. Kick him as well.
Hunchback - (should be facing south per my previous orders) - run down to 1132. Torso twist to the right (suck it Isgrimnur!), and fire the two medium lasers and the small laser at the Locust. Save the AC/20 as it's probably unnecessary and I can sink my heat.
Related question - how much AC/20 ammo do I have?
For the maxim it probably makes sense to power forward as far as it can, since there's nothing its way at the moment (other than the locust), and it's firepower isn't really needed. Though it can fire any turret weapons back at the Locust, I suppose.
Firestarter - run down to 0531. Fire the small lasers and large laser at the stinger. Kick him as well.
Hunchback - (should be facing south per my previous orders) - run down to 1132. Torso twist to the right (suck it Isgrimnur!), and fire the two medium lasers and the small laser at the Locust. Save the AC/20 as it's probably unnecessary and I can sink my heat.
Related question - how much AC/20 ammo do I have?
For the maxim it probably makes sense to power forward as far as it can, since there's nothing its way at the moment (other than the locust), and it's firepower isn't really needed. Though it can fire any turret weapons back at the Locust, I suppose.
Black Lives Matter.
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GM'd Battletech via Megamek II
Not sure I can fix it without re-rolling the whole turn. Sorry. Plus, if you had made the turn, that would have generated an additional 1 heat (for "walking"), putting you into -1 MP heat territory. So, either way, no way you're making it to that hex (you can sprint, but that precludes firing).El Guapo wrote: ↑Wed Dec 13, 2017 11:40 pm Not sure there are a ton of really critical tasks for my mechs, but these seem like the best options:
Firestarter - run down to 0531. Fire the small lasers and large laser at the stinger. Kick him as well.
Hunchback - (should be facing south per my previous orders) - run down to 1132. Torso twist to the right (suck it Isgrimnur!), and fire the two medium lasers and the small laser at the Locust. Save the AC/20 as it's probably unnecessary and I can sink my heat.
Related question - how much AC/20 ammo do I have?
For the maxim it probably makes sense to power forward as far as it can, since there's nothing its way at the moment (other than the locust), and it's firepower isn't really needed. Though it can fire any turret weapons back at the Locust, I suppose.
Hunchback has 7 shots left of AC/20 ammo.
Also, the Firestarter has some vehicles in the way so it can't run to its destination (it can enter the disputed hex but can't cross it). You can jump, but that's a piloting roll and you'll be one hex short (normally it'd be 6/9/6, but is 5/8/5 because of the gravity).
Black Lives Matter
- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GM'd Battletech via Megamek II
Oh! I didn't see that Galleon underfoot (and under the other tank). I guess I'll stay put and fire the large and small lasers at the Galleon. Also kick it for good measure. One question related to the flamer: other than damage, it also heats the target, right? Can I tell what heat level the galleon is at? Also since firing the flamer also would put me at 6 heat - is it at 5 heat that you start getting a penalty?NickAragua wrote: ↑Thu Dec 14, 2017 1:52 amNot sure I can fix it without re-rolling the whole turn. Sorry. Plus, if you had made the turn, that would have generated an additional 1 heat (for "walking"), putting you into -1 MP heat territory. So, either way, no way you're making it to that hex (you can sprint, but that precludes firing).El Guapo wrote: ↑Wed Dec 13, 2017 11:40 pm Not sure there are a ton of really critical tasks for my mechs, but these seem like the best options:
Firestarter - run down to 0531. Fire the small lasers and large laser at the stinger. Kick him as well.
Hunchback - (should be facing south per my previous orders) - run down to 1132. Torso twist to the right (suck it Isgrimnur!), and fire the two medium lasers and the small laser at the Locust. Save the AC/20 as it's probably unnecessary and I can sink my heat.
Related question - how much AC/20 ammo do I have?
For the maxim it probably makes sense to power forward as far as it can, since there's nothing its way at the moment (other than the locust), and it's firepower isn't really needed. Though it can fire any turret weapons back at the Locust, I suppose.
Hunchback has 7 shots left of AC/20 ammo.
Also, the Firestarter has some vehicles in the way so it can't run to its destination (it can enter the disputed hex but can't cross it). You can jump, but that's a piloting roll and you'll be one hex short (normally it'd be 6/9/6, but is 5/8/5 because of the gravity).
Also unrelated question: if the Galleon weren't there, could I run through a hex with a disabled / immobilized tank in it?
Not really sure that there are any good options with the Hunchback, since I don't want to step in front of the Vindicator outside of cover, and I don't want to step in front of multiple things up north. What's the deal with moving backwards? What I would like to do is turn twice to the left, then back that ass up to 1130, just to get ready for things coming 'round the corner.
Black Lives Matter.
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GM'd Battletech via Megamek II
Flamers either do damage or heat the target up (your call when you fire it). Vehicles don't normally track heat, and when they do get heat from "external sources", it's basically a crit roll (so you might not actually get a crit).
5 heat is when you take -1 to your MP. At 8, you also take a +1 to your to-hit numbers.
With rules as written, you wouldn't be able to walk through a hex with an immobilized vehicle.
When backing up, you can only move your walking MP (4 for the Hunchback).
5 heat is when you take -1 to your MP. At 8, you also take a +1 to your to-hit numbers.
With rules as written, you wouldn't be able to walk through a hex with an immobilized vehicle.
When backing up, you can only move your walking MP (4 for the Hunchback).
Black Lives Matter
- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GM'd Battletech via Megamek II
Ok. I'll hold off on firing the flamer for the firestarter (but fire everything else, and kick).NickAragua wrote: ↑Thu Dec 14, 2017 3:46 pm Flamers either do damage or heat the target up (your call when you fire it). Vehicles don't normally track heat, and when they do get heat from "external sources", it's basically a crit roll (so you might not actually get a crit).
5 heat is when you take -1 to your MP. At 8, you also take a +1 to your to-hit numbers.
With rules as written, you wouldn't be able to walk through a hex with an immobilized vehicle.
When backing up, you can only move your walking MP (4 for the Hunchback).
On the hunchback I'll move to 1128, and face towards 1228. I believe no one should have LOS on me.
Black Lives Matter.
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GM'd Battletech via Megamek II
Cramped cockpit doesn't appear to affect melee attacks.
Round 5:
The Maxim and Locust round the corner about the same time and fire off everything. The Assassin doesn't do much better, so the result is a whole lot of ordnance and lasers flying around, mostly cratering the street and surrounding buildings. The Assassin does manage to kick the Locust in the back of the right leg - it falls over, damaging the left torso.
The Firestarter scores a hit with the large laser, making the Galleon a lot less aerodynamic, taking a medium laser to the left torso in return, then follows up with a kick, but the Gellon remains mobile and zips away.
The Warhammer nails the Locust in the center torso, melting bits off the gyro.
The Centurion takes the Stinger apart more or less. The large laser slices off the right arm, a medium and small laser slice off the left arm. The LRM salvo to the distant Vindicator does nothing, while the enemy mech scores no hits. The Stinger dings the Centurion's left leg armor a little then dodges away from the counter-boot.
Raw movement, firing and heat data:
The rest of the enemy force makes a push, advancing to the two avenues to the west of the compound. The enemy Vindicator 1X hops up on the wall for a better angle as well.
The Locust attempts to get up, but fails. The impact on the way back down causes the mechwarrior inside to black out as he dings his head on something. Unfortunately, he also blocks up the road pretty good, so it'll take some time for the Maxim to clear the obstacle (or go back around). The Stinger is completely disarmed (both literally and figuratively), so the mechwarrior chooses to make a break for the nearest edge of the board (unit is under forced withdrawal and will not attack unless attacked first). Well, he tries to make a break for it, but falls over instead, blocking the road.
Your sensors inform you that the enemies that were previously out on patrol will be coming back within the next ten seconds.
Round 5:
The Maxim and Locust round the corner about the same time and fire off everything. The Assassin doesn't do much better, so the result is a whole lot of ordnance and lasers flying around, mostly cratering the street and surrounding buildings. The Assassin does manage to kick the Locust in the back of the right leg - it falls over, damaging the left torso.
The Firestarter scores a hit with the large laser, making the Galleon a lot less aerodynamic, taking a medium laser to the left torso in return, then follows up with a kick, but the Gellon remains mobile and zips away.
The Warhammer nails the Locust in the center torso, melting bits off the gyro.
The Centurion takes the Stinger apart more or less. The large laser slices off the right arm, a medium and small laser slice off the left arm. The LRM salvo to the distant Vindicator does nothing, while the enemy mech scores no hits. The Stinger dings the Centurion's left leg armor a little then dodges away from the counter-boot.
Raw movement, firing and heat data:
Spoiler:
The rest of the enemy force makes a push, advancing to the two avenues to the west of the compound. The enemy Vindicator 1X hops up on the wall for a better angle as well.
The Locust attempts to get up, but fails. The impact on the way back down causes the mechwarrior inside to black out as he dings his head on something. Unfortunately, he also blocks up the road pretty good, so it'll take some time for the Maxim to clear the obstacle (or go back around). The Stinger is completely disarmed (both literally and figuratively), so the mechwarrior chooses to make a break for the nearest edge of the board (unit is under forced withdrawal and will not attack unless attacked first). Well, he tries to make a break for it, but falls over instead, blocking the road.
Your sensors inform you that the enemies that were previously out on patrol will be coming back within the next ten seconds.
Black Lives Matter
- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GM'd Battletech via Megamek II
If I moved the Hunchback to 1527 (and turned left):
(1) Could I punch the vindicator, and could the vindicator kick me? I think not, since he's on a building two stories up?
(2) He can shoot me with his right arm (the PPC) from that angle, right? Albeit below minimum range?
(3) Can the LRM10 single turret shoot at me?
(1) Could I punch the vindicator, and could the vindicator kick me? I think not, since he's on a building two stories up?
(2) He can shoot me with his right arm (the PPC) from that angle, right? Albeit below minimum range?
(3) Can the LRM10 single turret shoot at me?
Black Lives Matter.
- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GM'd Battletech via Megamek II
So can the Maxim not move through the hex with the Locust? Is it trapped there?
Black Lives Matter.
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GM'd Battletech via Megamek II
1) Nope, no physical attacks at or from the Vindicator from 1527.
2) Yes.
3) No.
The Maxim can move through the Locust's hex in two turns - one to get into the hex and one to get out.
2) Yes.
3) No.
The Maxim can move through the Locust's hex in two turns - one to get into the hex and one to get out.
Black Lives Matter
- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GM'd Battletech via Megamek II
Ok, I'll move the Hunchback to 1527, face the Vindicator, and fire everything at it. I guess I might as well kick the building in front of me too.
Firestarter will jump to 0530 and fire lasers at the Stinger.
Maxim should move into the Locust's hex, since it can't really do anything else.
Firestarter will jump to 0530 and fire lasers at the Stinger.
Maxim should move into the Locust's hex, since it can't really do anything else.
Black Lives Matter.
- Isgrimnur
- Posts: 84851
- Joined: Sun Oct 15, 2006 12:29 am
- Location: Chookity pok
- Contact:
Re: Let's Play Together: GM'd Battletech via Megamek II
Vindy to 1116, which should be a range of 3 to my counterpart, allowing me to open up with everything.
WH jump and pirouette to 0929, again anticipated range of 3, to face the Dervish with a full strike.
WH jump and pirouette to 0929, again anticipated range of 3, to face the Dervish with a full strike.
It's almost as if people are the problem.
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GM'd Battletech via Megamek II
All of that works (I assume you're actually talking about going to hex 0928, rather than spinning around in place), but this variant of the Warhammer still doesn't have jump jets. Just for future reference in case you want to hop over some buildings or something.
Also, for optimum PPC range, you want to be 4 hexes away. The formula is "minimum range - range to target + 1" (to a minimum of 0).
Black Lives Matter
- Isgrimnur
- Posts: 84851
- Joined: Sun Oct 15, 2006 12:29 am
- Location: Chookity pok
- Contact:
Re: Let's Play Together: GM'd Battletech via Megamek II
That works. And I want jumpjets, damit!
It's almost as if people are the problem.
- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GM'd Battletech via Megamek II
Although if you just stay in your hex and turn around, you get the benefit of the defensive fortifications in your hex.
Black Lives Matter.
- Isgrimnur
- Posts: 84851
- Joined: Sun Oct 15, 2006 12:29 am
- Location: Chookity pok
- Contact:
Re: Let's Play Together: GM'd Battletech via Megamek II
There is that. Let’s go with that.
It's almost as if people are the problem.
- gbasden
- Posts: 7858
- Joined: Wed Oct 13, 2004 1:57 am
- Location: Sacramento, CA
Re: Let's Play Together: GM'd Battletech via Megamek II
Fiona will step into the hex with the Stinger in order to progress past next turn. While passing through, she somehow resists the urge to perform a teabag maneuver. If by some miracle she has LOS on the Vindicator, she will fire the large laser and LRMs.
The Assassin will move to 0931 and fire the LRMs at the Dervish. I'm assuming at long range the to hit numbers for the medium lasers would be untenable.
The Assassin will move to 0931 and fire the LRMs at the Dervish. I'm assuming at long range the to hit numbers for the medium lasers would be untenable.
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GM'd Battletech via Megamek II
Round 6:
"Whoa, whoa, watch your fire!" The Centurion pilot admonishes the Firestarter as a large laser cuts into some nearby pavement, hitting closer to the Centurion's feet than the prone Stinger.
"Why don't you watch where you step, you ..." the rest of Firestarter pilot's reply is a mixture of garbled transmission and aggravated-sounding mumbling.
[Normally, you can't step over a mech with a mech, but I hacked the save game this time for expediency - the Centurion could also have gone through an adjacent building to achieve the same goal of no LOS to anything].
The Warhammer turns around and fires at the Dervish, hitting with both PPCs (center torso and right leg) while missing with the medium lasers. The "heat warning" indicators spike and Scrub is going to have to cool down next turn. The Assassin helps out with the Dervish a little, landing a few LRMs, then manages to duck under a string of AC/20 rounds from the Saladin. The Dervish and wall-top Vindicator fire at the Warhammer as well, scoring a few LRM and SRM hits, with the Dervish also sparing a few LRMs for the Assassin.
Isgrimnur scores a PPC hit on the his Vindicator opponent, taking a medium laser in return while ducking under a barrage of SRMs and LRMs from the Saracen.
El Guapo's AC/20 shots go wide, but he hits with all the laser shots.
All in all, a few hits but no armor breaches this round.
Raw movement, firing, heat data:
The additional Capellan lances arrive and immediately zip into action. A pair of Saladins try to box El Guapo in. Sensors also show an unarmed Swiftwind scout car screeching tires towards the compound.
BTW, some rules for building interaction:
1) If a building is one or two levels above your current elevation, you can climb on top as if it were elevated terrain (as long as your weight is lower than the building's CF)
2) You can attempt to move *through* a building, but you run the risk of there being a basement (you can't go through the compound walls though, but you can still climb on top)
3) If you have jump jets, you can clear buildings that as tall as your jump MP or shorter.
I would not advise remaining on top of a building unless its CF is *significantly* higher than your mech's weight, as damage may drop the building's CF. And then the building collapses.
"Whoa, whoa, watch your fire!" The Centurion pilot admonishes the Firestarter as a large laser cuts into some nearby pavement, hitting closer to the Centurion's feet than the prone Stinger.
"Why don't you watch where you step, you ..." the rest of Firestarter pilot's reply is a mixture of garbled transmission and aggravated-sounding mumbling.
[Normally, you can't step over a mech with a mech, but I hacked the save game this time for expediency - the Centurion could also have gone through an adjacent building to achieve the same goal of no LOS to anything].
The Warhammer turns around and fires at the Dervish, hitting with both PPCs (center torso and right leg) while missing with the medium lasers. The "heat warning" indicators spike and Scrub is going to have to cool down next turn. The Assassin helps out with the Dervish a little, landing a few LRMs, then manages to duck under a string of AC/20 rounds from the Saladin. The Dervish and wall-top Vindicator fire at the Warhammer as well, scoring a few LRM and SRM hits, with the Dervish also sparing a few LRMs for the Assassin.
Isgrimnur scores a PPC hit on the his Vindicator opponent, taking a medium laser in return while ducking under a barrage of SRMs and LRMs from the Saracen.
El Guapo's AC/20 shots go wide, but he hits with all the laser shots.
All in all, a few hits but no armor breaches this round.
Raw movement, firing, heat data:
Spoiler:
The additional Capellan lances arrive and immediately zip into action. A pair of Saladins try to box El Guapo in. Sensors also show an unarmed Swiftwind scout car screeching tires towards the compound.
BTW, some rules for building interaction:
1) If a building is one or two levels above your current elevation, you can climb on top as if it were elevated terrain (as long as your weight is lower than the building's CF)
2) You can attempt to move *through* a building, but you run the risk of there being a basement (you can't go through the compound walls though, but you can still climb on top)
3) If you have jump jets, you can clear buildings that as tall as your jump MP or shorter.
I would not advise remaining on top of a building unless its CF is *significantly* higher than your mech's weight, as damage may drop the building's CF. And then the building collapses.
Black Lives Matter
- Isgrimnur
- Posts: 84851
- Joined: Sun Oct 15, 2006 12:29 am
- Location: Chookity pok
- Contact:
Re: Let's Play Together: GM'd Battletech via Megamek II
Back the Warhammer to 0830, fire only if not risking catastrophic overheating (1-2 med laser at the Saladin?)
And since the Galleon has decided it wants to sit up close, we will light it up with the Vindy.
And since the Galleon has decided it wants to sit up close, we will light it up with the Vindy.
It's almost as if people are the problem.
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GM'd Battletech via Megamek II
With the -2 MP penalty, I don't think the Warhammer has the range to do that (it's down to 2/3 from 4/6, currently)
Black Lives Matter
- Isgrimnur
- Posts: 84851
- Joined: Sun Oct 15, 2006 12:29 am
- Location: Chookity pok
- Contact:
Re: Let's Play Together: GM'd Battletech via Megamek II
Then I suppose he can stay put.
It's almost as if people are the problem.
- gbasden
- Posts: 7858
- Joined: Wed Oct 13, 2004 1:57 am
- Location: Sacramento, CA
Re: Let's Play Together: GM'd Battletech via Megamek II
The Assassin will run to 0928 as I assume I need to go around the Warhammer. He will fire the medium lasers and try to kick the Saracen.
The Centurion will run to 1029 and will fire the large laser and medium lasers at the Vindicator.
The Centurion will run to 1029 and will fire the large laser and medium lasers at the Vindicator.
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GM'd Battletech via Megamek II
You can walk through friendly units.
Black Lives Matter
- gbasden
- Posts: 7858
- Joined: Wed Oct 13, 2004 1:57 am
- Location: Sacramento, CA
Re: Let's Play Together: GM'd Battletech via Megamek II
Oh. Sweet!
- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GM'd Battletech via Megamek II
How does the game determine hitting side/ arc when units are in the same space? Like, say I backed my Hunchback up into the same space as the Saracen in 1427. It's facing 1527, and can only fire forward. I assume that it can hit units in the same space as it? More importantly, if it shoots at me in the same space as it, does it hit me in the front? In the back?
Also, can either of the Saracens in 0927 or 1126 hit 1029? I think the building in 1027 blocks LOS to that space?
Also, can either of the Saracens in 0927 or 1126 hit 1029? I think the building in 1027 blocks LOS to that space?
Black Lives Matter.
- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GM'd Battletech via Megamek II
Also, I could move onto the building in 1526? Since it works the same as elevated terrain, I assume it would take 3 MP to move into 1526? Then another 3 MP to move into 1525?
Black Lives Matter.
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GM'd Battletech via Megamek II
Units generally cannot fire at units in the same space (unless they happen to be infantry). Stomping a vehicle in the same hex damages a random location.
The one in 0927 can hit 1029, the one in 1126 cannot.
Your evaluation of hopping over the wall at 1526 is correct.
The one in 0927 can hit 1029, the one in 1126 cannot.
Your evaluation of hopping over the wall at 1526 is correct.
Black Lives Matter
- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GM'd Battletech via Megamek II
Thanks. And at 1525, none of the vehicles outside of the compound / building should be able to hit me, on account of the level 2 building behind me, although the vindicator and the small laser turrets could, right? Could the single LRM10 turret hit me?NickAragua wrote: ↑Mon Dec 18, 2017 11:11 am Units generally cannot fire at units in the same space (unless they happen to be infantry). Stomping a vehicle in the same hex damages a random location.
The one in 0927 can hit 1029, the one in 1126 cannot.
Your evaluation of hopping over the wall at 1526 is correct.
If so I'll move to 1525, torso twist to the left, and fire everything at the Vindicator.
On the firestarter, 0826 can't hit 0927, right? If so I'll jump the firestarter to 0932 and fire the large laser at the Saracen. Other weapons too if the targeting #s and heat make sense (which I think they probably won't).
Maxim should get to the safest position closest to the compound that he can.
Black Lives Matter.