Let's Play Together: GM'd Battletech via Megamek VIII
Moderator: Zaxxon
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
Head to 2311 which should be max movement. Torso twist south and fire lrms at the heavy tank. Or should i try the mech in the woods which hasnt moved so may be easier to hit
- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
2311 is rough terrain, so you can't get there without sprinting. Maybe jump into some heavy woods? You've got jump jets and an ability that reduces your accuracy penalty to that of running. Manticore is the easiest target (0 movement mod), followed by Warhammer and Bulldog, which both have a +2 (Warhammer because it's in heavy woods, Bulldog because of movement).
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
2611 woods? Ok jump jet and fire 2x lrms at manticore
- gbasden
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
I'll walk backwards to 3342 and fire on Phoenix Hawk 3 in 2637.
- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
Round 2:
"Phoenix Hawks closing in. Get them!" Gbasden barks as several large laser beams zorch by, one connecting with his left torso. The cockpit polarization throws his aim off a little, but one of his PPCs connects with the target Phoenix Hawk's right arm, exposing the internal structure. His actuators protest the increased heat load, but it's mostly manageable.
El Guapo complies, stepping to the edge of the woods, and fires off another pair of PPC shots, adding a burst from the autocannon as well. One of the PPCs goes wide, while the autocannon chews up dirt, but the other PPC shot intersects directly with the enemy mech's head. There's a brief blue flash, and then the 45-ton mech collapses to the ground, trailing a puff of smoke from the head section. Most of Isgrimnur's fire connects as well, but is somewhat superfluous.
Stefan jumps clear of the swarming enemy tanks, taking a PPC hit to the center of mass from the Warhammer firing at him, but connecting another LRM salvo with the Manticore. More chunks come off the damaged treads, which slip off, along with half of the wheels, completely immobilizing it (unless you count spinning in place and spurting dirt as mobility). The heavy tank ceases fire with its PPC and LRMs and the crew clambers out pretty quickly.
You can almost hear the cursing from the Pegasus near Gbasden as the gunner realizes his guns aren't attached.
Raw Data:
Battlefield State:
The remaining Phoenix Hawks continue jumping in, backed up by the Centurion, with the Warhammer firmly ensconced in its impromptu bunker. Tanks continue swarming Stefan's position.
The unarmed Pegasus zips off back towards the base.
Objective Update:
3x rocket launcher turrets crippled
Bulldog crippled
Manticore immobilized
Phoenix Hawk destroyed
6/19 enemy units crippled, disabled or destroyed
Movement mods:
Warhammers: 0 (but +2 on the north one for heavy woods, +3 on the south one for partial cover+hulldown)
North Pegasus, Vedette: +3
Vedette AC/2, Bulldog AC/2: +2
Phoenix Hawks: +4
Centurion: +2
AC/2 Carrier: 0
Goblin: +2
Southern Vedette: +3
"Phoenix Hawks closing in. Get them!" Gbasden barks as several large laser beams zorch by, one connecting with his left torso. The cockpit polarization throws his aim off a little, but one of his PPCs connects with the target Phoenix Hawk's right arm, exposing the internal structure. His actuators protest the increased heat load, but it's mostly manageable.
El Guapo complies, stepping to the edge of the woods, and fires off another pair of PPC shots, adding a burst from the autocannon as well. One of the PPCs goes wide, while the autocannon chews up dirt, but the other PPC shot intersects directly with the enemy mech's head. There's a brief blue flash, and then the 45-ton mech collapses to the ground, trailing a puff of smoke from the head section. Most of Isgrimnur's fire connects as well, but is somewhat superfluous.
Stefan jumps clear of the swarming enemy tanks, taking a PPC hit to the center of mass from the Warhammer firing at him, but connecting another LRM salvo with the Manticore. More chunks come off the damaged treads, which slip off, along with half of the wheels, completely immobilizing it (unless you count spinning in place and spurting dirt as mobility). The heavy tank ceases fire with its PPC and LRMs and the crew clambers out pretty quickly.
You can almost hear the cursing from the Pegasus near Gbasden as the gunner realizes his guns aren't attached.
Raw Data:
Spoiler:
Spoiler:
The unarmed Pegasus zips off back towards the base.
Objective Update:
3x rocket launcher turrets crippled
Bulldog crippled
Manticore immobilized
Phoenix Hawk destroyed
6/19 enemy units crippled, disabled or destroyed
Movement mods:
Warhammers: 0 (but +2 on the north one for heavy woods, +3 on the south one for partial cover+hulldown)
North Pegasus, Vedette: +3
Vedette AC/2, Bulldog AC/2: +2
Phoenix Hawks: +4
Centurion: +2
AC/2 Carrier: 0
Goblin: +2
Southern Vedette: +3
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
Can i get to woods at 2112 and fire at the warhammer in the woods?
- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
EG:
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
Nice.
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 VIII
I'll go to 3125, and fire at the Phoenix Hawk in 3124:
4 heat, including walking.
AC/10 (3 heat)
SRM6 (4 heat)
4 medium lasers (12 heat)
2 small lasers (2 heat)
-21 heat sinks should leave me at 4 heat.
I'll also kick him for good measure. And hey, I don't think I'm firing any weapons on either arm, so double punch him too I suppose.
4 heat, including walking.
AC/10 (3 heat)
SRM6 (4 heat)
4 medium lasers (12 heat)
2 small lasers (2 heat)
-21 heat sinks should leave me at 4 heat.
I'll also kick him for good measure. And hey, I don't think I'm firing any weapons on either arm, so double punch him too I suppose.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
You're one hex short - only got 4 jump jets, 2112 is 5 away.Stefan Stirzaker wrote: ↑Mon Nov 05, 2018 10:46 pm Can i get to woods at 2112 and fire at the warhammer in the woods?
You'll need to pick, it's either punches or a kick. Kick is more likely to hit (-2 to the target number), punch is two potential hits to the upper half of the mech.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
2212 should be ok then
- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
Same damage for a punch as for a kick? If so I'll double punch. If not I'll kick.NickAragua wrote:You're one hex short - only got 4 jump jets, 2112 is 5 away.Stefan Stirzaker wrote: ↑Mon Nov 05, 2018 10:46 pm Can i get to woods at 2112 and fire at the warhammer in the woods?
You'll need to pick, it's either punches or a kick. Kick is more likely to hit (-2 to the target number), punch is two potential hits to the upper half of the mech.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
Jump to 3235, face N, engage 3134. Maybe I can get the kill this time.
It's almost as if people are the problem.
- gbasden
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
I'll move to 2839 and fire 2 PPCs at the Goblin to cool down a bit.
- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
Punches do half the damage of a kick, but there are two so it comes out to the same. The main advantage of punches is that you're hitting the upper section of the mech. Turns out it's irrelevant though.
Round 3:
Gbasden's actuators continue to protest, putting him a bit short of where he wanted to go. Both his PPC shots land on the Goblin, fusing some treads to slow the tank down, the jarring causing the enemy gunner to miss his shot, while the nearby Vedette dings our Awesome with the AC/5. A steady stream of AC/2 rounds from the carrier down range flies overhead as the gunner has trouble adjusting his aim. By the end of it though, the considerable number of heat sinks is able to dissipate the heat so that the Awesome is able to move normally again.
Stefan jumps away from the swarming tanks and opens fire on the "nearby" Warhammer, as the enemy mech reduces its outgoing fire to just one PPC to prevent the targeting reticle from "swimming", its shot going wide. Stefan's center torso armor indicator flashes yellow as an AC/2 round from a Bulldog impacts that area. Only five out of thirty LRMs launched land on the target Warhammer.
Machine gun rounds plink off of El Guapo's right arm as he opens up on the nearby Phoenix Hawk with short range weapons. Autocannon rounds and lasers score solid hits, stripping armor, while the SRM salvo goes wide. One of the small lasers zaps a shoulder actuator while the other hits the head. No secondary explosions, but the mech keels over anyway, as the mechwarrior inside takes a forced nap. Isgrimnur's fire severely weakens the right arm, which is completely crushed as the Pixie hits the ground, leaving it with just a medium laser and a machine gun. The Centurion lands an autocannon burst and an LRM salvo on El Guapo's mech to flake off a little more armor, while the Warhammer camping out in the base hits the right arm with a PPC. The mech rattles a bit, but El Guapo keeps it upright, then stomps on the left torso. The impact rips the armor off and bends the internal structure but causes no critical damage otherwise.
Raw Data:
Battlefield State prior to enemy movement:
I should have had you guys do this with your turns to speed up the process, but Delta Lance has now arrived. Pick deployment locations within three hexes of the eastern edge.
Round 3:
Gbasden's actuators continue to protest, putting him a bit short of where he wanted to go. Both his PPC shots land on the Goblin, fusing some treads to slow the tank down, the jarring causing the enemy gunner to miss his shot, while the nearby Vedette dings our Awesome with the AC/5. A steady stream of AC/2 rounds from the carrier down range flies overhead as the gunner has trouble adjusting his aim. By the end of it though, the considerable number of heat sinks is able to dissipate the heat so that the Awesome is able to move normally again.
Stefan jumps away from the swarming tanks and opens fire on the "nearby" Warhammer, as the enemy mech reduces its outgoing fire to just one PPC to prevent the targeting reticle from "swimming", its shot going wide. Stefan's center torso armor indicator flashes yellow as an AC/2 round from a Bulldog impacts that area. Only five out of thirty LRMs launched land on the target Warhammer.
Machine gun rounds plink off of El Guapo's right arm as he opens up on the nearby Phoenix Hawk with short range weapons. Autocannon rounds and lasers score solid hits, stripping armor, while the SRM salvo goes wide. One of the small lasers zaps a shoulder actuator while the other hits the head. No secondary explosions, but the mech keels over anyway, as the mechwarrior inside takes a forced nap. Isgrimnur's fire severely weakens the right arm, which is completely crushed as the Pixie hits the ground, leaving it with just a medium laser and a machine gun. The Centurion lands an autocannon burst and an LRM salvo on El Guapo's mech to flake off a little more armor, while the Warhammer camping out in the base hits the right arm with a PPC. The mech rattles a bit, but El Guapo keeps it upright, then stomps on the left torso. The impact rips the armor off and bends the internal structure but causes no critical damage otherwise.
Raw Data:
Spoiler:
Spoiler:
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
Freyland at 3329, facing SW.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
Okay, so, I have my car facing the southwest, but I'm unsure if 3329 is a street address or an Interstate.
Sims 3 and signature unclear.
- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
Madmarcus's Wolverine at 3335, facing NW.
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- gbasden
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
Archinerd in 3544 facing NW
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
Paingod to 3310 facing sw
- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
Battlefield State after enemy movement:
The arrival of Delta-One changes the balance of power quite a bit. The Warhammers remain stationary, while the tanks in the south pull back. Except the Goblin, which drops some infantry off and the squad scampers behind some rocks for cover.
Movement mods:
Vedette North: 2
Vedette AC/2: 3
Pegasus Sensors: 3
Bulldog AC/2: 1
Warhammers: 0 (the hull-down one has a +3 partial cover mod, the one in heavy woods has a +2 for the heavy woods)
Centurion: 1
Phoenix Hawk: 4
Downed Phoenix Hawk: -4 (immobile)
Vedette #2: 3
Goblin: 0
Infantry Squad: 0 (always has a +1 for being a squad)
AC/2 Carrier: 0
Re: the downed Phoenix Hawk, you can target specific locations on it. The head imparts, I believe a -6 to the roll, everything else does not. Targeting a location just makes it more likely you'll hit it, doesn't guarantee it.
Spoiler:
Movement mods:
Vedette North: 2
Vedette AC/2: 3
Pegasus Sensors: 3
Bulldog AC/2: 1
Warhammers: 0 (the hull-down one has a +3 partial cover mod, the one in heavy woods has a +2 for the heavy woods)
Centurion: 1
Phoenix Hawk: 4
Downed Phoenix Hawk: -4 (immobile)
Vedette #2: 3
Goblin: 0
Infantry Squad: 0 (always has a +1 for being a squad)
AC/2 Carrier: 0
Re: the downed Phoenix Hawk, you can target specific locations on it. The head imparts, I believe a -6 to the roll, everything else does not. Targeting a location just makes it more likely you'll hit it, doesn't guarantee it.
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- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
Hatchetman to 3231, QD rotate right. Both engage PH at 2727.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
Griffin to 3317 (orientation 1, 7 run) or will i be one short due to trees in last one? If so I'll go to 3316. Twist west. Fire PPC at 3014 and LRM at 2719.
catapult JJ to 2610 facing sw. Lasers at 2511 and 2413 and melee 2513 vedette.
catapult JJ to 2610 facing sw. Lasers at 2511 and 2413 and melee 2513 vedette.
- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
You'll be coming up short, so 3316. Just FYI, you'll be exposing your rear arc to a lot of SRMs from that Pegasus, and are within minimum range on both the PPC vs the Pegasus and LRMs vs the Bulldog.Stefan Stirzaker wrote: ↑Wed Nov 07, 2018 4:32 pm Griffin to 3317 (orientation 1, 7 run) or will i be one short due to trees in last one? If so I'll go to 3316. Twist west. Fire PPC at 3014 and LRM at 2719.
catapult JJ to 2610 facing sw. Lasers at 2511 and 2413 and melee 2513 vedette.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
New plan for him then griffin to 3014 melee pegasus and fire ppc at bulldog and lrms at manticore
- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
Manticore's been abandoned, so it's not a threat, but you can certainly do some target practice if you want.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
So the downed Phoenix Hawk is immobile for at least one turn (until the pilot regains consciousness), but is still a "threat", right? I.e. not disabled? So that we still need to finish him off?
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
I'll take the warhammer with LRMS for $100 thanks larry
- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
Correct, if he were to get up, he'd start shooting at you again (with the one medium laser and machine gun).
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
Banshee - Stay put. Fire both PPCs at the Centurion in 2429. Fire one small laser at the downed Phoenix Hawk (targeting whatever non-head spot is out of armor), and also kick the downed Phoenix Hawk.
Wolverine - jump to 3339. Fire Large laser, one medium laser, and SRM6 at the Vedette in 3342.
Wolverine - jump to 3339. Fire Large laser, one medium laser, and SRM6 at the Vedette in 3342.
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- gbasden
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
Dervish - move to 3442, melee and fire short range weapons at the Vedette in 3342, fire LRMs at Goblin if the split targeting isn't too horrific.
Awesome - move to 2640, melee the Goblin, fire PPCs at AC2 carrier in 1526.
Awesome - move to 2640, melee the Goblin, fire PPCs at AC2 carrier in 1526.
- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
Round 4:
Paingod's Griffin takes a PPC hit from the Warhammer in the woods, and a pair of AC/2 hits from the Bulldog but the left torso armor holds up. He delivers a PPC hit to the offending Bulldog and knocks an SRM launcher off the top of the Pegasus with a boot.
El Guapo juggles targets, scoring a hit on the Centurion's right arm with a PPC and carving out a bit of the downed Phoenix Hawk's internal structure with a small laser. The PPC hit throws off the Centurion's aim, and it whiffs its fire against Isgrimnur's Hatchetman. The Warhammer behind the impromptu bunker sends a shot into El Guapo's center torso, but that's thick armor. El Guapo stomps down on the left torso section of the downed Pixie, completely crushing it.
Gbasden smirks with some amusement as machine gun fire and light autocannon rounds plink off the Awesome's armor, then sends PPC bolts flying towards the AC/2 Carrier. The woods absorb two, but one goes in the front, the vehicle throwing out sparks as some sensitive internal component (sensors, in point of fact) blows out. He gives the Goblin a good kick, crunching through the left side armor.
Stefan jumps in behind a Vedette trying to circle around him and fires on it with lasers as his Catapult flies over. One of the lasers cuts into the tank's main gun, disabling it.
Archinerd spreads fire between the nearby Vedette and the more distant Goblin, hitting both but not inflicting any critical damage, although he is able to kick the smaller tank and rattle it around a bit. Madmarcus jumps in and fires a solid spread of weapons at the Vedette as well, the large laser going wide, but the medium laser cutting through a section of front armor to cut some kind of drive system, and an SRM hitting the same spot, at which point the tank shudders to a halt.
Isgrimnur and Freyland stalemate their target Phoenix Hawk, nobody scoring any hits there.
Raw Data:
Battlefield state:
The Goblin can't get out of there fast enough (no, really, the treads are flapping all over the place and the engine is sputtering). It rolls left as more infantry scamper out, then turns around and tries to get away. The Vedette whose main gun Stefan blew off hits the gas and begins retreating as well. The guy in the downed Phoenix Hawk wakes up, looks at his missing torso and slowly gets up, obviously intending to retreat. Crew scamper out of the disabled Vedette to the south.
The unarmed Pegasus zips into a hangar in the southwest corner of the base, while the AC/2 Carrier continues aiming at Gbasden.
Objective update:
Vedette in 1910 crippled (no major weapons remaining)
Phoenix Hawk in 3134 crippled (left torso section destroyed)
Vedette #2 in 3342 disabled
Goblin in 2639 crippled (armor breach)
Manticore in 2721 abandoned
10/19 enemy units crippled, disabled or destroyed
Movement modifiers:
Warhammers, Centurion: 0
Vedette AC/2, Bulldog: 2
Pegasus: 4
Phoenix Hawk: 3
Paingod's Griffin takes a PPC hit from the Warhammer in the woods, and a pair of AC/2 hits from the Bulldog but the left torso armor holds up. He delivers a PPC hit to the offending Bulldog and knocks an SRM launcher off the top of the Pegasus with a boot.
El Guapo juggles targets, scoring a hit on the Centurion's right arm with a PPC and carving out a bit of the downed Phoenix Hawk's internal structure with a small laser. The PPC hit throws off the Centurion's aim, and it whiffs its fire against Isgrimnur's Hatchetman. The Warhammer behind the impromptu bunker sends a shot into El Guapo's center torso, but that's thick armor. El Guapo stomps down on the left torso section of the downed Pixie, completely crushing it.
Gbasden smirks with some amusement as machine gun fire and light autocannon rounds plink off the Awesome's armor, then sends PPC bolts flying towards the AC/2 Carrier. The woods absorb two, but one goes in the front, the vehicle throwing out sparks as some sensitive internal component (sensors, in point of fact) blows out. He gives the Goblin a good kick, crunching through the left side armor.
Stefan jumps in behind a Vedette trying to circle around him and fires on it with lasers as his Catapult flies over. One of the lasers cuts into the tank's main gun, disabling it.
Archinerd spreads fire between the nearby Vedette and the more distant Goblin, hitting both but not inflicting any critical damage, although he is able to kick the smaller tank and rattle it around a bit. Madmarcus jumps in and fires a solid spread of weapons at the Vedette as well, the large laser going wide, but the medium laser cutting through a section of front armor to cut some kind of drive system, and an SRM hitting the same spot, at which point the tank shudders to a halt.
Isgrimnur and Freyland stalemate their target Phoenix Hawk, nobody scoring any hits there.
Raw Data:
Spoiler:
Spoiler:
The unarmed Pegasus zips into a hangar in the southwest corner of the base, while the AC/2 Carrier continues aiming at Gbasden.
Objective update:
Vedette in 1910 crippled (no major weapons remaining)
Phoenix Hawk in 3134 crippled (left torso section destroyed)
Vedette #2 in 3342 disabled
Goblin in 2639 crippled (armor breach)
Manticore in 2721 abandoned
10/19 enemy units crippled, disabled or destroyed
Movement modifiers:
Warhammers, Centurion: 0
Vedette AC/2, Bulldog: 2
Pegasus: 4
Phoenix Hawk: 3
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
Banshee - back up one space to 3235. Fire both PPCs at the Warhammer in 2132.
Wolverine - jump to 3135, facing NW. Fire large laser at the Warhammer in 2132. Are jump jets one heat per space? If so he'll stick to just the large laser. If not may fire a weapon at the building in front of the Warhammer.
Also, is the rough terrain with the bigger rocks drawn on it "heavy rough terrain", or the like? If so, is it +2 MP to walk or run through it?
Wolverine - jump to 3135, facing NW. Fire large laser at the Warhammer in 2132. Are jump jets one heat per space? If so he'll stick to just the large laser. If not may fire a weapon at the building in front of the Warhammer.
Also, is the rough terrain with the bigger rocks drawn on it "heavy rough terrain", or the like? If so, is it +2 MP to walk or run through it?
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- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
Freyland to engage the tank at 2924.
I will back into 3332 and return fire at the Centurion.
I will back into 3332 and return fire at the Centurion.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
The "big pile of rocks" (e.g. hex 2935) is actually "rubble", which requires a PSR to move into, in addition to the +1 MP. Jump jets are one heat per space.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
Catapult JJ to 2212. Fire LRMS at Warhammer in woods at 2422 and 2xMed Laser at Vedette at 2319
Can the griffin get to 3418 and fire at the Phoenix Hawk?
Can the griffin get to 3418 and fire at the Phoenix Hawk?
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
Yes, it's not the easiest shot due to the two intervening woods, but it can be done.
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Re: Let's Play Together: GM'd Battletech via Megamek VIII
Looking over abilities. A few questions. First, does this:
Also, what does "tactical genius" do?
Mean that if I'm staying still inside of woods, I don't get the +1 bonus (the -1 penalty for opponents)? Only if I moved that turn into or through woods?NickAragua wrote: ↑Thu Nov 01, 2018 11:06 am
Terrain Master [Forest Ranger]: -1 MP to move into woods, -1 to attacks against unit if it used MP in woods, +1 to PSRs while in woods
Also, what does "tactical genius" do?
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- NickAragua
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- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GM'd Battletech via Megamek VIII
Re: Forest Ranger, I *believe* you have to expend MP in a woods hex to become harder to hit. This means either moving into one or turning in place.
Tactical Genius lets you re-roll initiative and pick the best of the two rolls. Kind of pointless in this situation now that I think about it, but very helpful in a game where you don't auto-win initiative.
Tactical Genius lets you re-roll initiative and pick the best of the two rolls. Kind of pointless in this situation now that I think about it, but very helpful in a game where you don't auto-win initiative.
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