The Dervishes and Wolverine are both what I would consider medium mechs (especially the Wolverine - 55 tons with a +3 to hit penalty seems crazy good, unless I'm missing something). And the Blackjack is a 45 ton mech getting a +4 to hit penalty?NickAragua wrote: ↑Mon Feb 05, 2018 4:24 pmDrive hovercraft or light mechs with paper thin armor?El Guapo wrote: ↑Mon Feb 05, 2018 4:20 pmWow. That's crazy good - how can we get that mod?NickAragua wrote: ↑Mon Feb 05, 2018 4:16 pm The movement mods mean that, when firing at the unit, you add that number to the 'to-hit' difficulty.
Let's Play Together: GM'd Battletech via Megamek III
Moderator: Zaxxon
- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek III
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Re: Let's Play Together: GM'd Battletech via Megamek III
Put QE2 at 3420 facing NW for the Saladin.NickAragua wrote: ↑Mon Feb 05, 2018 4:22 pmNo LOS from QE2 to the Saladin - the building in 3220 is in the way (the line goes directly along the edge of the hex, so it counts as being between the two points).
The Spider, BTW (should have mentioned it) is at elevation three, so no melee fighting vs the Vindicator.
I will back up to 2622, same targets.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Am I right that if my Rifleman stays still, shooting at the Javelin in 3138 or the Wolverine in 3338 with the AC 10s is at an 11+? (4 base, +2 medium range, +3 movement mod, +2 target moved 5-6 hexes)?
Seems best to pull back to close to the factory. On our objective, assuming that we keep the factory standing and free of infantry, at what point do the attackers give up? At 50%+ casualties?
Thunderbolt - jump to 2732, fire at whomever I can get a decent shot at.
Rifleman - turn back, run to 2828. If I can get a decent # shooting backwards with the AC/10 with the mech mod, I'll do that, but I suspect that I don't.
Wolverine - get up, jump to 2831, facing south. Fire at anyone that I can get a decent shot at.
Seems best to pull back to close to the factory. On our objective, assuming that we keep the factory standing and free of infantry, at what point do the attackers give up? At 50%+ casualties?
Thunderbolt - jump to 2732, fire at whomever I can get a decent shot at.
Rifleman - turn back, run to 2828. If I can get a decent # shooting backwards with the AC/10 with the mech mod, I'll do that, but I suspect that I don't.
Wolverine - get up, jump to 2831, facing south. Fire at anyone that I can get a decent shot at.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Those two jumped, so it's +1 for jumping, then (# spaces jumped + 1) / 2. For the Wolverine, he jumped 5 spaces, so it should actually be a +4 (+1 jump, +3 for 5 hexes jumped).
The Blackjack should actually be a +3 (+1 jump, +2 for 4 hexes jumped).
A reminder that the Saladin's main gun isn't on a turret.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Ohhhhhh, I think I understand now. I thought you were talking about benefits from mods to the enemy units. You're talking about penalties to hit just from the fact that they have moved.NickAragua wrote: ↑Mon Feb 05, 2018 4:49 pmThose two jumped, so it's +1 for jumping, then (# spaces jumped + 1) / 2. For the Wolverine, he jumped 5 spaces, so it should actually be a +4 (+1 jump, +3 for 5 hexes jumped).
The Blackjack should actually be a +3 (+1 jump, +2 for 4 hexes jumped).
A reminder that the Saladin's main gun isn't on a turret.
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Re: Let's Play Together: GM'd Battletech via Megamek III
New plan:
Thunderbolt - jump to 2732, fire at whomever I can get a decent shot at.
Rifleman - stay still, fire at whomever I can get a decent shot at.
Wolverine - get up, jump to 2832, facing south. Fire at anyone that I can get a decent shot at.
Thunderbolt - jump to 2732, fire at whomever I can get a decent shot at.
Rifleman - stay still, fire at whomever I can get a decent shot at.
Wolverine - get up, jump to 2832, facing south. Fire at anyone that I can get a decent shot at.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Change of Plan, then. Jump to 3316 with a facing of NE, engage the Trebuchet and Harasser.NickAragua wrote: ↑Mon Feb 05, 2018 4:49 pmA reminder that the Saladin's main gun isn't on a turret.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Gonna be hard to deal with the Harasser when your back is towards it.Isgrimnur wrote: ↑Mon Feb 05, 2018 4:56 pmChange of Plan, then. Jump to 3316 with a facing of NE, engage the Trebuchet and Harasser.NickAragua wrote: ↑Mon Feb 05, 2018 4:49 pmA reminder that the Saladin's main gun isn't on a turret.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Facing NW, he's on my left. And then there's Hyper-extending Actuators.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Ah, you meant facing northwest. Gotcha.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Yup, I see the error now. My apologies.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Whaatttt, no torso? Damn
Dervish to 4234 turn sw. Fire SRM and Medium lasers at Vulcan. Fire LRMS to Wolverine and Javelin
Quickdraw fire LRMs at Whitworth and rest at the two javelins in range.
Dervish to 4234 turn sw. Fire SRM and Medium lasers at Vulcan. Fire LRMS to Wolverine and Javelin
Quickdraw fire LRMs at Whitworth and rest at the two javelins in range.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Four of the Dervish's jump jets are mounted on the legs and are thus in the water, so he's not going to make it to 4234.Stefan Stirzaker wrote: ↑Tue Feb 06, 2018 3:20 am Whaatttt, no torso? Damn
Dervish to 4234 turn sw. Fire SRM and Medium lasers at Vulcan. Fire LRMS to Wolverine and Javelin
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Re: Let's Play Together: GM'd Battletech via Megamek III
damn sorry, beena while since I played Stay where is, same firing.
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Re: Let's Play Together: GM'd Battletech via Megamek III
The Awesome will stay put and light up the firestarter in 3518. The phoenix hawk will jump to 3021 facing NE and fire upon and punch the adjacent hover tank. The Shadow Hawk will turn to face SW and fire upon and melee the Firestarter as well.
Man, that was an appalling round for us.
Man, that was an appalling round for us.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Madmarcus recovers from his earlier embarrassment and runs over to join the rest of his short lance.
Archinerd's thumbs briefly hover over the button to launch SRMs, but his instinct to fire LRMs is much stronger. (3 gunnery - 2 weapon specialist + 1 min range vs 3 gunnery + 2 medium range). He scores a good number of hits but not enough to down the enemy mech.
Things don't go so hot for our unit overall. The Orion gets pounded with SRMs and has to take a knee, in addition to one of the missiles cracking the AC/10's barrel. In general, it's SRM central.
Gbasden scores our first major damage, nearly blowing the arm off the enemy Firestarter. Paingod gives it a boot, stripping off leg armor as well.
Cylus Maxii's target Pegasus takes a few laser hits. Rather than be trapped in a building that's about to collapse, the crew bails out (as does the crew of the one in the building next door).
Raw data:
"APCs approaching the base from the west!" the Orion pilot calls out. The one he couldn't get zips by and stops right next to one of the control buildings, disgorging a platoon of infantry. A J.Edgar zips around a little too fast and crashes into one of the outlying buildings, collapsing the structure entirely.
The enemy units on the east side aren't having much luck getting over those bridges - an APC and Hunter prove to be more than the far east one can handle and both vehicles go into the river.
Things aren't looking too good.
"This is Lucifer flight. We're still banged up, but are on approach and about ten seconds away. Got anything you want us to blow up?"
[tactical note]
El Guapo's idea of using the buildings to obstruct LOS has some merit.
Also, vehicles marked 'immobile' have been abandoned or powered down and may be disregarded.
[/tactical note]
Archinerd's thumbs briefly hover over the button to launch SRMs, but his instinct to fire LRMs is much stronger. (3 gunnery - 2 weapon specialist + 1 min range vs 3 gunnery + 2 medium range). He scores a good number of hits but not enough to down the enemy mech.
Things don't go so hot for our unit overall. The Orion gets pounded with SRMs and has to take a knee, in addition to one of the missiles cracking the AC/10's barrel. In general, it's SRM central.
Gbasden scores our first major damage, nearly blowing the arm off the enemy Firestarter. Paingod gives it a boot, stripping off leg armor as well.
Cylus Maxii's target Pegasus takes a few laser hits. Rather than be trapped in a building that's about to collapse, the crew bails out (as does the crew of the one in the building next door).
Raw data:
Spoiler:
"APCs approaching the base from the west!" the Orion pilot calls out. The one he couldn't get zips by and stops right next to one of the control buildings, disgorging a platoon of infantry. A J.Edgar zips around a little too fast and crashes into one of the outlying buildings, collapsing the structure entirely.
The enemy units on the east side aren't having much luck getting over those bridges - an APC and Hunter prove to be more than the far east one can handle and both vehicles go into the river.
Things aren't looking too good.
"This is Lucifer flight. We're still banged up, but are on approach and about ten seconds away. Got anything you want us to blow up?"
[tactical note]
El Guapo's idea of using the buildings to obstruct LOS has some merit.
Also, vehicles marked 'immobile' have been abandoned or powered down and may be disregarded.
[/tactical note]
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- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via Megamek III
Orion will try to get up and back into heavier cover at 1918 and engage the Wasp, since he's looking at me funny.
Vindy will stay put and engage the JEH and Wasp.
Get the QE2 to 3417 in the most efficient manner so I can take advantage of the rear arc that the Trebuchet is giving me.
Vindy will stay put and engage the JEH and Wasp.
Get the QE2 to 3417 in the most efficient manner so I can take advantage of the rear arc that the Trebuchet is giving me.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Oh man. Is there any way that we can save and reload? Or maybe offer our services to the "pirates" instead? They seem to have the numbers here.
Anywho, I can't jump into the same square as an enemy vehicle and stay there, right? Could I death from above / crunch it?
Also, what is the structural integrity like for the buildings in 2728, 2729, 2928, and 2929? Would any of them reasonably hold a Thunderbolt or Wolverine?
Also, if those infantry get into the building, is it immediately game over / scenario lost, or is there something else we can do at this point?
Anywho, I can't jump into the same square as an enemy vehicle and stay there, right? Could I death from above / crunch it?
Also, what is the structural integrity like for the buildings in 2728, 2729, 2928, and 2929? Would any of them reasonably hold a Thunderbolt or Wolverine?
Also, if those infantry get into the building, is it immediately game over / scenario lost, or is there something else we can do at this point?
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Re: Let's Play Together: GM'd Battletech via Megamek III
Tentative plan:
- Rifleman: back up 1 space, fire at the Wolverine
- Thunderbolt: jump to 2828, facing north, fire as seems sensible (mostly focused on the infantry, to the extent that makes sense)
- Wolverine: jump to 2829, facing north, fire as seems sensible (mostly focused on the infantry, to the extent that makes sense)
- Rifleman: back up 1 space, fire at the Wolverine
- Thunderbolt: jump to 2828, facing north, fire as seems sensible (mostly focused on the infantry, to the extent that makes sense)
- Wolverine: jump to 2829, facing north, fire as seems sensible (mostly focused on the infantry, to the extent that makes sense)
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Re: Let's Play Together: GM'd Battletech via Megamek III
I'm guessing death from above on a hex with APC and infantry isn't going to be terribly effective? I'm not sure what else I can do to slow them down.
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Re: Let's Play Together: GM'd Battletech via Megamek III
JEH = Jenner?
3417 won't hit the rear arc but 3318 will. Basically, you have to draw a line from center of source hex to center of target hex, and if it goes through the one rear hex side, then that's a rear attack.
There's always the option to "lift arms" and walk way, although it's likely to be treated as a contract breach.El Guapo wrote: ↑Wed Feb 07, 2018 11:56 am Oh man. Is there any way that we can save and reload? Or maybe offer our services to the "pirates" instead? They seem to have the numbers here.
Anywho, I can't jump into the same square as an enemy vehicle and stay there, right? Could I death from above / crunch it?
Also, what is the structural integrity like for the buildings in 2728, 2729, 2928, and 2929? Would any of them reasonably hold a Thunderbolt or Wolverine?
Also, if those infantry get into the building, is it immediately game over / scenario lost, or is there something else we can do at this point?
You can go into the same hex as a vehicle with no problem. You won't be able to fire at it, but you can give it a boot.
2328, 2329 are both CF 80. 2929 is CF 84. 2928 is CF 98. All are capable of holding the 65 ton Thunderbolt (or the Wolverine) but not both. 2928 is height 6 so the jump jet 4 Thunderbolt and jump jet 5 Wolverine can't get up there. If you're thinking of jumping up on to 2929, 2928 will also block LOS on everything on the road east of Pegasus #4.
Clarified scenario scoring:
Enemy infantry occupying a building will be considered to have control of it after CF / # occupying troops turns. So, a 32-man platoon will gain control of a 78 CF building after three turns.
Each objective building occupied by enemy infantry at the end of the scenario: -1 point
Each objective building not occupied by enemy infantry at the end of the scenario: 1 point
Each objective building destroyed: 45,000 x CF C-Bill penalty (building CFs are 78, 59, 65, 63)
Scenario ends when:
- All four buildings are occupied by enemy infantry or destroyed
- Enemy force withdraws (after taking 50%+ casualties)
- OO force withdraws
The OO force may withdraw without incurring a contract breach after 45% of its mechs are destroyed or subject to forced withdrawal. If the OO force withdraws, any objective building not occupied by enemy infantry is considered destroyed and the appropriate penalty will be assessed.
At the end, if the score is higher than 0, it's a win. 0 = draw. < 0 = loss.
So basically, maintain control of a majority of the objective buildings. If an objective building is occupied, you can destroy it but then we eat the price of a medium mech. Would have been easier if that Wolverine didn't get a lucky shot.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Correct. However, you can jump in nearby and shoot + stomp them.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Ok, new plan:
- Wolverine will jump to 2827. Fire at will, kick / stomp infantry if possible, otherwise kick the most promising target.
- Thunderbolt will jump to 2828. Fire at will, kick the Pegasus in front (if I can do that without kicking the Wolverine
- Rifleman will back up twice to 2829. Fire on the Wolverine.
- Wolverine will jump to 2827. Fire at will, kick / stomp infantry if possible, otherwise kick the most promising target.
- Thunderbolt will jump to 2828. Fire at will, kick the Pegasus in front (if I can do that without kicking the Wolverine
- Rifleman will back up twice to 2829. Fire on the Wolverine.
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Re: Let's Play Together: GM'd Battletech via Megamek III
J Edgar Hoover.NickAragua wrote: ↑Wed Feb 07, 2018 12:46 pmJEH = Jenner?
3417 won't hit the rear arc but 3318 will. Basically, you have to draw a line from center of source hex to center of target hex, and if it goes through the one rear hex side, then that's a rear attack.
And 3318 will work. Doesn't give me as much woods cover if the Galleon and Packrat turn around, but that's a risk I'll take.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Shadowhawk jump to 3319, since the back hex is taken, and fire/kick the trebuchet. Awesome will back up into hex 4121 and fire at the Saladin. Can the Phoenix Hawk jump to 2726 facing S and attack the infantry? Can the Saladin get a shot at me from the same hex?
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Re: Let's Play Together: GM'd Battletech via Megamek III
Quickdraw to face to SE and back up to 2331 - Fire everything short ranged at the two javelins and the wolvering. LRM at blackjack.
Dervish to back up to 4026 if allowed, 4027 if that movement is too far. using Hyper extending actuators Flip left arm behind, fire at Saladin , Right arm Fire at Vulcan. LRM well can't do anything.
Dervish to back up to 4026 if allowed, 4027 if that movement is too far. using Hyper extending actuators Flip left arm behind, fire at Saladin , Right arm Fire at Vulcan. LRM well can't do anything.
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Re: Let's Play Together: GM'd Battletech via Megamek III
The Saladin wouldn't be able to shoot at you, no. Thumbs up.gbasden wrote: ↑Thu Feb 08, 2018 2:50 am Shadowhawk jump to 3319, since the back hex is taken, and fire/kick the trebuchet. Awesome will back up into hex 4121 and fire at the Saladin. Can the Phoenix Hawk jump to 2726 facing S and attack the infantry? Can the Saladin get a shot at me from the same hex?
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Re: Let's Play Together: GM'd Battletech via Megamek III
8/41 enemy units crippled, disabled or destroyed
[El Guapo - I took the liberty of adjusting your moves so you don't expose rear arcs to a variety of bad guys.
Stefan - Unfortunately, looks like you have to flip either both arms or neither. Firing plan adjusted to compensate.
Also, I "hacked" the save file to enable backing up over elevation changes, so you guys can do that now.]
The Trebuchet torso twists and unloads everything on Paingod's Shadow Hawk - one of the SRMs pops the hip actuator on the left leg, sending the mech to the ground. QE2 breaches rear armor on the Trebuchet's torso, leaving the internals exposed.
Madmarcus hops over to the flamer platoon as they unload from the APC, frying two guys with a medium laser and blasting another six with the SRMs.
Isgrimnur takes a headshot from a Harasser-launched SRM and blacks out, his mech going down.
Gbasden plows PPCs into the Saladin trying to get around his back, blowing a hole through the hovertank's right side, leaving it a smoking wreck.
El Guapo's Rifleman takes a pounding from LRMs and SRMs from the Dervishes across the river, losing one of the AC/10s. And the right arm entirely. He does manage to knock the Wolverine down to a knee combined with fire from Freyland's Quickdraw. Well, at least now your ammo will last longer.
The Saladin underfoot can't shoot at it, but it nails the Thunderbolt with the AC/20 instead. He remains upright and blasts away at the flamer platoon, killing quite a large number with lasers.
Cylus Maxii's Phoenix Hawk opens up the jump jets to max power to come help with the infantry, but whiffs lasering them. The stomp gets two guys and the platoon is now down to ten guys, who scamper into the nearby building for some slightly improved cover.
Raw Data
The enemy units close in. A couple of light units to the southwest "misunderestimate" the strength of the buildings they're trying to land on as they attempt to surround Freyland and wind up falling over as the flimsy structures collapse underneath them. The Javelin's legs are hanging on by a thread, while the Firestarter loses all armor on its left rear torso.
An APC approaches the area from the west, while one tries to make a run around Gbasden from the east.
Some of the APCs and hover tanks in the center are a little boxed in so can't move around as much, but the light jumper mechs make up for it.
The Dervishes and Whitworth cross the river to the south, kicking up a cloud of dust with their jump jets.
"This is Lucifer flight. We are on station and ready for target designation. Be advised there is a bogey in the air."
[Infantry in buildings can still be targeted - some of the damage goes to the building, some of the damage goes to the infantry.]
[Edit: Forgot about the Lucifers]
[El Guapo - I took the liberty of adjusting your moves so you don't expose rear arcs to a variety of bad guys.
Stefan - Unfortunately, looks like you have to flip either both arms or neither. Firing plan adjusted to compensate.
Also, I "hacked" the save file to enable backing up over elevation changes, so you guys can do that now.]
The Trebuchet torso twists and unloads everything on Paingod's Shadow Hawk - one of the SRMs pops the hip actuator on the left leg, sending the mech to the ground. QE2 breaches rear armor on the Trebuchet's torso, leaving the internals exposed.
Madmarcus hops over to the flamer platoon as they unload from the APC, frying two guys with a medium laser and blasting another six with the SRMs.
Isgrimnur takes a headshot from a Harasser-launched SRM and blacks out, his mech going down.
Gbasden plows PPCs into the Saladin trying to get around his back, blowing a hole through the hovertank's right side, leaving it a smoking wreck.
El Guapo's Rifleman takes a pounding from LRMs and SRMs from the Dervishes across the river, losing one of the AC/10s. And the right arm entirely. He does manage to knock the Wolverine down to a knee combined with fire from Freyland's Quickdraw. Well, at least now your ammo will last longer.
The Saladin underfoot can't shoot at it, but it nails the Thunderbolt with the AC/20 instead. He remains upright and blasts away at the flamer platoon, killing quite a large number with lasers.
Cylus Maxii's Phoenix Hawk opens up the jump jets to max power to come help with the infantry, but whiffs lasering them. The stomp gets two guys and the platoon is now down to ten guys, who scamper into the nearby building for some slightly improved cover.
Raw Data
Spoiler:
The enemy units close in. A couple of light units to the southwest "misunderestimate" the strength of the buildings they're trying to land on as they attempt to surround Freyland and wind up falling over as the flimsy structures collapse underneath them. The Javelin's legs are hanging on by a thread, while the Firestarter loses all armor on its left rear torso.
An APC approaches the area from the west, while one tries to make a run around Gbasden from the east.
Some of the APCs and hover tanks in the center are a little boxed in so can't move around as much, but the light jumper mechs make up for it.
The Dervishes and Whitworth cross the river to the south, kicking up a cloud of dust with their jump jets.
"This is Lucifer flight. We are on station and ready for target designation. Be advised there is a bogey in the air."
[Infantry in buildings can still be targeted - some of the damage goes to the building, some of the damage goes to the infantry.]
[Edit: Forgot about the Lucifers]
Last edited by NickAragua on Thu Feb 08, 2018 12:39 pm, edited 1 time in total.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Jump QE2 to 3721, facing SE and engage the APC at 3923.
Rotate the Orion to a N facing and unload on the Wasp.
Rotate the Orion to a N facing and unload on the Wasp.
It's almost as if people are the problem.
- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek III
Serious question - should we just swallow the contract breach and retreat here? Not really sure how we can win this.
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Re: Let's Play Together: GM'd Battletech via Megamek III
Assuming for the moment that we don't follow my bold call to surrender, my tentative plan:
- Walk Wolverine to 2727, fire at and kick Pegasus Scout hover tank
- Jump Thunderbolt to 3025, fire at Wasp. Can I do that, or are the buildings too high for that?
- Walk Thunderbolt to 2828, fire at Wolverine.
But seriously though, I'm pretty sure that we should just get the hell out of here before we are all destroyed.
- Walk Wolverine to 2727, fire at and kick Pegasus Scout hover tank
- Jump Thunderbolt to 3025, fire at Wasp. Can I do that, or are the buildings too high for that?
- Walk Thunderbolt to 2828, fire at Wolverine.
But seriously though, I'm pretty sure that we should just get the hell out of here before we are all destroyed.
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Re: Let's Play Together: GM'd Battletech via Megamek III
It's a reasonable question. My suggestion would be to remember that you don't need to destroy the enemy force, just prevent them from capturing the factory control facilities (the radar dish buildings). (Most of) you have jump jets and a bunch of buildings for managing line of sight, and not all the buildings have to survive.
Also, I forgot to write it up, but you've got two aircraft in the area that can now do some strafing runs.
3025 is no good, the buildingsin the way are too high. 2925 is ok though.Jump Thunderbolt to 3025, fire at Wasp. Can I do that, or are the buildings too high for that?
Rifleman? FYI, that exposes you to a potential boot to the head from the Firestarter on that level 1 building next to you.- Walk Thunderbolt to 2828, fire at Wolverine.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek III
2925 works for the Thunderbolt. And yes, the Rifleman. Let's say walk to 2827 then. Seems like I gotta show my backside to someone, though - seems like having it face 2927 is the best optionNickAragua wrote: ↑Thu Feb 08, 2018 12:40 pmIt's a reasonable question. My suggestion would be to remember that you don't need to destroy the enemy force, just prevent them from capturing the factory control facilities (the radar dish buildings). (Most of) you have jump jets and a bunch of buildings for managing line of sight, and not all the buildings have to survive.
Also, I forgot to write it up, but you've got two aircraft in the area that can now do some strafing runs.
3025 is no good, the buildingsin the way are too high. 2925 is ok though.Jump Thunderbolt to 3025, fire at Wasp. Can I do that, or are the buildings too high for that?
Rifleman? FYI, that exposes you to a potential boot to the head from the Firestarter on that level 1 building next to you.- Walk Thunderbolt to 2828, fire at Wolverine.
I don't know the finances of a contract breach, and I feel like in general I tend towards pessimism in these missions generally, but I really think it's probably the best option here. Part of the problem being that if we focus fire on the infantry and APCs, that's going to give their overwhelming forces more free shots at our depleting mechs. Hard to see how we don't lose at least a couple more mechs. We're also badly out of position - we have mechs scattered on outlying spots in open space, when (with the benefit of hindsight) we should have stuck them all in the center of the map and waited for the opfor to come to us in narrow lines of fire.
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- gbasden
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Re: Let's Play Together: GM'd Battletech via Megamek III
If we can concentrate on the vehicles and splatter them quickly we might be able to hit the 50% threshold. Especially if we can get some bombing runs on the massed group. Maybe?
The Awesome will run to 3922 facing south and will fire upon and kick the APC. Paingod will do a careful stand and will fire upon and kick the Harasser next to him. Cylus Maxii will jump to 2925 and fire at/punch the infantry in the building.
The Awesome will run to 3922 facing south and will fire upon and kick the APC. Paingod will do a careful stand and will fire upon and kick the Harasser next to him. Cylus Maxii will jump to 2925 and fire at/punch the infantry in the building.
- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek III
A reminder that PPCs have a minimum range of 3, which means point blank shots take a -2 penalty. LRMs are completely useless at point blank range (-6 penalty).
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek III
That's probably the best option - focus fire on vehicles. Also all mechs should make their way back to city center basically as soon as possible, I think. I'm not inclined to sweat losing a couple buildings at this point, honestly.gbasden wrote: ↑Thu Feb 08, 2018 5:35 pm If we can concentrate on the vehicles and splatter them quickly we might be able to hit the 50% threshold. Especially if we can get some bombing runs on the massed group. Maybe?
The Awesome will run to 3922 facing south and will fire upon and kick the APC. Paingod will do a careful stand and will fire upon and kick the Harasser next to him. Cylus Maxii will jump to 2925 and fire at/punch the infantry in the building.
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- gbasden
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Re: Let's Play Together: GM'd Battletech via Megamek III
Thank you - totally forgot. I'll stay in my current hex. My primary goal is to put as many PPCs on the APC as possible. If there is also some way to punch the firestarter, great. Bonus points if it doesn't completely expose my back to the Trebuchet.NickAragua wrote: ↑Thu Feb 08, 2018 5:44 pmA reminder that PPCs have a minimum range of 3, which means point blank shots take a -2 penalty. LRMs are completely useless at point blank range (-6 penalty).
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Re: Let's Play Together: GM'd Battletech via Megamek III
I think we need to bomb the 1922 road of vehicles.
Dervish to 4022, kick and fire both arms at APC. LRMS at 4917
Quickdraw to 2531 fire at javelins and wolverine and spider
thoughts?
Dervish to 4022, kick and fire both arms at APC. LRMS at 4917
Quickdraw to 2531 fire at javelins and wolverine and spider
thoughts?
- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek III
On the aircraft, it depends in part on where they can reach, I suppose. The 1922 road of vehicles is a solid choice. The line of mechs starting in 2436 seems like a fine choice as well, if the craft can reach those.Stefan Stirzaker wrote: ↑Fri Feb 09, 2018 2:49 am I think we need to bomb the 1922 road of vehicles.
Dervish to 4022, kick and fire both arms at APC. LRMS at 4917
Quickdraw to 2531 fire at javelins and wolverine and spider
thoughts?
On the Quickdraw, I think 2531 would expose you to many mechs worth of fire. I'd suggest 2628 (facing southeast, possible torso twist to the left) and then unloading on the Firestarter in 2728?
Dervish move seems good.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek III
Looks like you guys have a collision.
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