Let's Play Together: GM'd Battletech via MegaMek X
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- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Back me to 1313, NE facing.
It's almost as if people are the problem.
- gbasden
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Re: Let's Play Together: GM'd Battletech via MegaMek X
I *think* the Dragonfly is poking up into the Partisan's line of sight? If so, it will fire at it. I doubt it will live long enough to worry about ammo depletion. The Galleon will stay in hiding.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
As it lands, the Dragonfly zaps away at Isgrimnur's Guillotine, flaying away armor with its long-ranged pulse lasers and introducing a few pockmarks from SRMs.
Thud's Awesome exchanges PPC fire with the Loki, taking leg damage from a PPC shot - our mech's PPCs impact the hill in front of the enemy mech instead of the mech itself.
El Guapo stays still, blasting away at the Dragonfly. One shot brushes the light mech's right arm, while the other makes contact with the left torso, barely missing a power armored infantryman clinging on. Isgrimnur pegs the light mech with the Guillotine's large lasers, while the rest of the fire directed at it (from the Thug and Partisan) misses.
Up above, one of our aerospace fighters loses elevation, as does one of the hostile fighters, both having taken a good amount of damage.
Our VTOL pilot refuses to land his craft in a swamp, relocating instead near the Galleon tank to the east, keeping the hill between him and the hostile mechs.
Raw firing/heat data:
Three additional mechs enter the battlefield from the north, one carrying more battle armor infantry. The Ryokens approaching from the northwest mass at 55 tons. One arm has an LBX autocannon, and there are multiple torso-mounted lasers, as well as a bigger laser in the right arm. The Black Hawk is a 50-tonner with an LBX autocannon in one arm and a 20-rack of missiles in the other. It hops to where the Dragonfly was just a moment ago while the Dragonfly hops out of sight.
The Loki camps out behind a (slightly less wet, due to Thud's PPCs) hill, leveling its weapons in our direction.
Target modifiers:
Loki: +0 (+1 if attack comes through hex 2906)
Dragonfly: +3
Elementals (Flamer): +0
Stormcrows: +3
I forget, did you guys nominate an HQ building?
Thud's Awesome exchanges PPC fire with the Loki, taking leg damage from a PPC shot - our mech's PPCs impact the hill in front of the enemy mech instead of the mech itself.
El Guapo stays still, blasting away at the Dragonfly. One shot brushes the light mech's right arm, while the other makes contact with the left torso, barely missing a power armored infantryman clinging on. Isgrimnur pegs the light mech with the Guillotine's large lasers, while the rest of the fire directed at it (from the Thug and Partisan) misses.
Up above, one of our aerospace fighters loses elevation, as does one of the hostile fighters, both having taken a good amount of damage.
Our VTOL pilot refuses to land his craft in a swamp, relocating instead near the Galleon tank to the east, keeping the hill between him and the hostile mechs.
Raw firing/heat data:
Spoiler:
Spoiler:
The Loki camps out behind a (slightly less wet, due to Thud's PPCs) hill, leveling its weapons in our direction.
Target modifiers:
Loki: +0 (+1 if attack comes through hex 2906)
Dragonfly: +3
Elementals (Flamer): +0
Stormcrows: +3
I forget, did you guys nominate an HQ building?
Last edited by NickAragua on Sat Jan 09, 2021 6:38 pm, edited 1 time in total.
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- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Jump me to 1510 and point me at that Blackhawk.
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Just to confirm, have the troopers separated from their ride yet? If not I'll wait until they move further along. But if it's possible to target them now I may put the gunship in play (apologize for the brain fart in wanting to land in a swamp). Thinking about leaving my other two units hidden until the enemy units in the NW come down more unless I can be of use now.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Hulldown and fire either at Hellbringer or Stormcrow-0210, whichever has a higher chance to hit.
I think the right-most building was the designated HQ.
I think the right-most building was the designated HQ.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Move the gunship to 2216 and target troopers. Nice knowing you everyone.
My other units will stay in place for now.
My other units will stay in place for now.
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Wise words of warning from Smoove B: Oh, how you all laughed when I warned you about the semen. Well, who's laughing now?
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- gbasden
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Re: Let's Play Together: GM'd Battletech via MegaMek X
The Partisan will shoot at the aerospace fighter in 0716. The Galleon will stay hidden.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Can I get to 1515 and still shoot at the Black Hawk?
- AWS260
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Re: Let's Play Together: GM'd Battletech via MegaMek X
*peeks head into the thread*
How's it going, guys? We win yet?
How's it going, guys? We win yet?
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Yes, although you’ll have to jump so it won’t be the easiest shot. (+3 target jump, +3 you jump, +2 med range)Stefan Stirzaker wrote: ↑Sun Jan 10, 2021 5:57 am Can I get to 1515 and still shoot at the Black Hawk?
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Will walk to 1413 instead and same target.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Is there a description of the enemy mechs? I'm guessing that we don't have one because these are Clan mechs that we don't know about?
Relatedly, entities with names surrounded by red are enemies, and ones surrounded by green are friendlies, right?
Relatedly, entities with names surrounded by red are enemies, and ones surrounded by green are friendlies, right?
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Re: Let's Play Together: GM'd Battletech via MegaMek X
I'll stay still and fire one PPC and the Gauss at the Blackhawk in 2008. I'll also fire one medium laser at the Jagstai (or whatever it is) in 1516 as a secondary target. Should leave me at 1 heat, I believe.
Also what does CONTROL over a couple of the aircraft mean?
Also what does CONTROL over a couple of the aircraft mean?
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Re: Let's Play Together: GM'd Battletech via MegaMek X
One more question:
Shouldn't this be 5 damage? I thought that Narrow / Low profile means half damage?PPC at Dragonfly (Viper) Prime ID:7 (Alpha Trinary); needs 8, rolls 8 : - Glancing Blow - - Glancing Blow due to Narrow/Low Profile - hits (using Partial cover (horizontal 50%) table) LT
Dragonfly (Viper) Prime ID:7 (Alpha Trinary) takes 2 damage to LT.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Posted observed hostile unit stats in the second post. I'll put up the elemental stats next update, didn't have them ready and formatted currently. No have stats on the Loki, because it's mounting ECM, until a unit with a beagle probe gets within sensor range of it (or the ECM unit gets blown out). But it's got two extended-range PPCs for sure.
Green-border units are friendly, red-border units are hostile.
"Control" means the aerospace fighter is out of control and can't use thrust or turn.
Pretty sure the Jagatai is out of range of the medium laser (effective range to aircraft is hex distance + altitude difference x2), so 2 + 6x2 = 14.
We've got the 'glancing blow' rule on, which halves damage if you "just barely" hit. The narrow/low profile rule stacks with glancing blows, so it's 1/4 damage (rounded down after all calculations are done). Makes stuff like the Locust and Marauder (and the Dragonfly) a lot more survivable.
Green-border units are friendly, red-border units are hostile.
"Control" means the aerospace fighter is out of control and can't use thrust or turn.
Pretty sure the Jagatai is out of range of the medium laser (effective range to aircraft is hex distance + altitude difference x2), so 2 + 6x2 = 14.
We've got the 'glancing blow' rule on, which halves damage if you "just barely" hit. The narrow/low profile rule stacks with glancing blows, so it's 1/4 damage (rounded down after all calculations are done). Makes stuff like the Locust and Marauder (and the Dragonfly) a lot more survivable.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Thanks. I was on the fence about firing the medium laser anyway, so I'll stick with the shots at the Blackhawk.
Would you mind adding the heat chart (heat level & adverse effects) to the post, or adding a link to it? Just in terms of making firing decisions.
FWIW I thought about firing both PPCs, but I figure I want to have my heat level low so that when the two clanmechs to the NW close next turn I have ample heat to fire with.
Would you mind adding the heat chart (heat level & adverse effects) to the post, or adding a link to it? Just in terms of making firing decisions.
FWIW I thought about firing both PPCs, but I figure I want to have my heat level low so that when the two clanmechs to the NW close next turn I have ample heat to fire with.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Thud switches targets to one of the Ryokens approaching from the west, sending PPC bolts crackling in its direction as the Loki continues targeting his Awesome. One PPC shot hits center of mass, the rest go wide. The Loki's PPC shots go wide this time.
El Guapo targets the newly arrived Black Hawk, briefly considering firing the medium laser at one of the hostile aircraft but discarding the idea as impractical. Our lance leader scowls as the PPC shot goes wide, while the gauss round spangs off an angled plate on the hostile mech's center torso, inflicting little damage.
Fury doesn't do too much better, blasting a small armor plate off the Black Hawk's left leg with one of the Guillotine's medium lasers while avoiding an incoming LRM salvo entirely.
The Ryokens spread their fire out among Fury and Guru respectively. One blasts a significant chunk off the Guillotine's left arm with a pulse laser, while the other one dings Guru's Thug in the head as it lands, causing our pilot to miss his shots on the Black Hawk as the pulse laser penetrates the cockpit armor and heats things up in there. The Thug's computer reports life support damage, but it shouldn't become an issue unless our mechwarrior starts heating the mech up. Or takes another head shot.
The Karnov gunship lifts up and zips up to the Dragonfly, which is laser focused on the nearby building and holds its fire. A couple of MG rounds ping off one of the power-armored infantry to little effect, and then the helicopter is buffeted by rounds from the distant Black Hawk's autocannon. The pilot glances with concern at the damage readouts, indicating major rotor and flight stabilizer damage, but the chopper is still in the air for now.
Our aerospace fighters get the drop on the remaining hostile aerospace fighter, while its buddy and our Lucifer frantically try to regain control of their craft. Our Lucifer gets back in the game, while the other guy takes some nasty damage and starts losing altitude. The Partisan's autocannon rounds track upwards but don't score any hits.
Raw firing/piloting/heat data:
Battlefield state:
The Loki continues hanging back, the mech visibly glowing even as sensor readings on it return nothing. The two Ryokens continue south, bogging down in the water and mud a little, while the Blackhawk hops to the east. The Dragonfly remains stationary, as does its guard detail of power armored troopers.
Movement Mods:
Loki: +0 (+1 if attack comes through hex 2906)
Ryokens: +1
Dragonfly: +0
Black Hawk: +3
Elemental 77: +0
Karnov reduced from 11/17 to 7/11 movement due to rotor damage
Dragonfly scanning building in hex 1916 (will complete this turn)
Heat chart added to rules refresher post.
El Guapo targets the newly arrived Black Hawk, briefly considering firing the medium laser at one of the hostile aircraft but discarding the idea as impractical. Our lance leader scowls as the PPC shot goes wide, while the gauss round spangs off an angled plate on the hostile mech's center torso, inflicting little damage.
Fury doesn't do too much better, blasting a small armor plate off the Black Hawk's left leg with one of the Guillotine's medium lasers while avoiding an incoming LRM salvo entirely.
The Ryokens spread their fire out among Fury and Guru respectively. One blasts a significant chunk off the Guillotine's left arm with a pulse laser, while the other one dings Guru's Thug in the head as it lands, causing our pilot to miss his shots on the Black Hawk as the pulse laser penetrates the cockpit armor and heats things up in there. The Thug's computer reports life support damage, but it shouldn't become an issue unless our mechwarrior starts heating the mech up. Or takes another head shot.
The Karnov gunship lifts up and zips up to the Dragonfly, which is laser focused on the nearby building and holds its fire. A couple of MG rounds ping off one of the power-armored infantry to little effect, and then the helicopter is buffeted by rounds from the distant Black Hawk's autocannon. The pilot glances with concern at the damage readouts, indicating major rotor and flight stabilizer damage, but the chopper is still in the air for now.
Our aerospace fighters get the drop on the remaining hostile aerospace fighter, while its buddy and our Lucifer frantically try to regain control of their craft. Our Lucifer gets back in the game, while the other guy takes some nasty damage and starts losing altitude. The Partisan's autocannon rounds track upwards but don't score any hits.
Raw firing/piloting/heat data:
Spoiler:
Spoiler:
Movement Mods:
Loki: +0 (+1 if attack comes through hex 2906)
Ryokens: +1
Dragonfly: +0
Black Hawk: +3
Elemental 77: +0
Karnov reduced from 11/17 to 7/11 movement due to rotor damage
Dragonfly scanning building in hex 1916 (will complete this turn)
Heat chart added to rules refresher post.
Last edited by NickAragua on Mon Jan 11, 2021 10:00 pm, edited 1 time in total.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Staying put. 2 PPCs at Stormcrow-0512.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Did you change the posting format of the battlefield map? When I click on the map now to zoom in, it merely opens up another map of the same size.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
I can hit 0512 from 0817, right? If so I'll walk there, rotate left, and fire both PPCs and the Gauss at Stormcrow-0512.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Can I go to 1011 or 1112 and fire at the closest ryoken
Thx
Thx
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Forgot the bigimg tag. Should be fixed now.
And yes, you can hit 0512 from 0817.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
So let's pull my doomed gunship back to 1417 if possible. Also if it can take a potshot at the Jagatai at 1516 once it gets there, go for it.
Can the Partisan move to 0716 and support the attack on the Stormcrow in 0512? If so, let's do it. And what are my options for my Drillson to also support the attack on that Stormcrow?
Thanks!
Can the Partisan move to 0716 and support the attack on the Stormcrow in 0512? If so, let's do it. And what are my options for my Drillson to also support the attack on that Stormcrow?
Thanks!
"Who's going to tell him that the job he's currently seeking might just be one of those Black jobs?"
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Wise words of warning from Smoove B: Oh, how you all laughed when I warned you about the semen. Well, who's laughing now?
-Michelle Obama 2024 Democratic Convention
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek X
No way those MGs reach the aerospace fighter.
0716 is a little far for the Partisan (each mud hex is +1 movement, plus a PSR and the Partisan only has 3/5 for MP, which is a stat I forgot to post - updated now, also updated the rules refresher with rules for mud/swamp hexes, which I thought I included).
The Drillson can go wherever as it ignores modifiers from mud/swamps, but it would benefit greatly from moving as far as it can to have a higher movement mod.
0716 is a little far for the Partisan (each mud hex is +1 movement, plus a PSR and the Partisan only has 3/5 for MP, which is a stat I forgot to post - updated now, also updated the rules refresher with rules for mud/swamp hexes, which I thought I included).
The Drillson can go wherever as it ignores modifiers from mud/swamps, but it would benefit greatly from moving as far as it can to have a higher movement mod.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Yeah it was a bit of a pipe dream for that gunship to be able to target that fighter.
How about moving that Drillson to 1118 and target the unit in 0512 with the LRM and laser. Leave the Partisan in place for now. And have the gunship move to 1519 for the moment.
Sorry thought I had the Partisan. Let me think about the Galleon.
Can it target that fighter at 1516 from where it is (0618)? It will be easier for me to track my units once they start dying...
How about moving that Drillson to 1118 and target the unit in 0512 with the LRM and laser. Leave the Partisan in place for now. And have the gunship move to 1519 for the moment.
Sorry thought I had the Partisan. Let me think about the Galleon.
Can it target that fighter at 1516 from where it is (0618)? It will be easier for me to track my units once they start dying...
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Poor Stormcrow...
Made me think of
Made me think of
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Nope. Effective range to aircraft is hex distance + 2x aircraft altitude (so at least 6 if you're right under it), while the Galleon's got medium lasers (9) and a medium pulse laser (6).
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Okay then. The Galleon can stay put for now and will pounce when the time is right. Orders stand for my other units.NickAragua wrote: ↑Tue Jan 12, 2021 4:08 pmNope. Effective range to aircraft is hex distance + 2x aircraft altitude (so at least 6 if you're right under it), while the Galleon's got medium lasers (9) and a medium pulse laser (6).
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Re: Let's Play Together: GM'd Battletech via MegaMek X
If the Partisan moved to 0619 could it get shots off at the Jagatai in 1516?
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Yes, but our aerospace fighters seem to have things under control.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
I guess my units will just hold tight this round.NickAragua wrote: ↑Wed Jan 13, 2021 8:31 am Yes, but our aerospace fighters seem to have things under control.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
1912 in the most efficient manner, NE, engage Black Hawk.
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Re: Let's Play Together: GM'd Battletech via MegaMek X
"Rotor's chugging, we're slowed down!" The chopper pilot reports.
Guru's Thug takes multiple blasts from the nearby Ryoken, a laser flaying away left torso armor while an LBX autocannon spatters pelts across the upper torso section.
The offending mech takes a beating, losing a substantial amount of armor, including some "ablative armor", as a PPC shot from El Guapo's Marauder and another from Guru's Thug both happen to hit the one battle armored trooper, frying the poor guy. Damage also comes in from our Awesome.
As fire comes in from the fixed autocannon turrets, the Ryoken's mechwarrior is unable to keep the mech balanced and falls over backwards, especially when one blows out the armor on the left leg and a pair of actuators.
The other Ryoken observes this and scores a couple of hits with the pulse laser and its LBX autocannon on Guru's Thug as well.
Fury's Guillotine takes a PPC blast from the Loki to the center torso, nearly blowing through its center torso armor. The mechwarrior's deft moves avoid a blast from the LBX autocannon on the Black Hawk, and our mechwarrior smirks as she gets into the minimum range on its LRMs. Which then proceed to pepper the Guillotine's left side regardless. Our mechwarrior scores a glancing hit against the Black Hawk's right leg with a medium laser, but is unable to inflict meaningful damage.
Our aerospace fighters and the ground-based turrets score major damage on the hostile fighters as they try to regain control of their aircraft.
Raw firing/heat data:
Battlefield state:
The downed Ryoken fails to get up all the way, only managing to struggle up to a knee. The other Ryoken continues running along the west side of the field, using a small hill for cover. The Black Hawk jumps southeast, while the Loki remains in its camping spot, having stopped glowing red. The Dragonfly's mechwarrior is biding his time.
The aerospace fighters appear to have regained control, but are both smoking heavily and appear to be missing large bits, which is probably why they're firing up what's left of their engines, hitting the deck and disengaging at top speed.
"Uh, we got a problem guys!" the HQ people call out. "Got some guys in powered armor breaking down the door! Get some help over here now!"
Movement mods:
Hellbringer, Ryoken 6: +0
Ryoken 9: +1, +2 if attack comes through hex 0215 or 0216 and attackers is at level 0
Black Hawk: +3
Elementals 77: +2
Dragonfly: Unknown (ace: mech moves after players)
Apparently, "flight stabilizer" damage prevents VTOLs from using flank speed, so it's limited to 7MP.
Objective update:
Hostile unit has identified HQ.
Guru's Thug takes multiple blasts from the nearby Ryoken, a laser flaying away left torso armor while an LBX autocannon spatters pelts across the upper torso section.
The offending mech takes a beating, losing a substantial amount of armor, including some "ablative armor", as a PPC shot from El Guapo's Marauder and another from Guru's Thug both happen to hit the one battle armored trooper, frying the poor guy. Damage also comes in from our Awesome.
As fire comes in from the fixed autocannon turrets, the Ryoken's mechwarrior is unable to keep the mech balanced and falls over backwards, especially when one blows out the armor on the left leg and a pair of actuators.
The other Ryoken observes this and scores a couple of hits with the pulse laser and its LBX autocannon on Guru's Thug as well.
Fury's Guillotine takes a PPC blast from the Loki to the center torso, nearly blowing through its center torso armor. The mechwarrior's deft moves avoid a blast from the LBX autocannon on the Black Hawk, and our mechwarrior smirks as she gets into the minimum range on its LRMs. Which then proceed to pepper the Guillotine's left side regardless. Our mechwarrior scores a glancing hit against the Black Hawk's right leg with a medium laser, but is unable to inflict meaningful damage.
Our aerospace fighters and the ground-based turrets score major damage on the hostile fighters as they try to regain control of their aircraft.
Raw firing/heat data:
Spoiler:
Spoiler:
The aerospace fighters appear to have regained control, but are both smoking heavily and appear to be missing large bits, which is probably why they're firing up what's left of their engines, hitting the deck and disengaging at top speed.
"Uh, we got a problem guys!" the HQ people call out. "Got some guys in powered armor breaking down the door! Get some help over here now!"
Movement mods:
Hellbringer, Ryoken 6: +0
Ryoken 9: +1, +2 if attack comes through hex 0215 or 0216 and attackers is at level 0
Black Hawk: +3
Elementals 77: +2
Dragonfly: Unknown (ace: mech moves after players)
Apparently, "flight stabilizer" damage prevents VTOLs from using flank speed, so it's limited to 7MP.
Objective update:
Hostile unit has identified HQ.
Black Lives Matter
- Leraje
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Stay hull down, turn to face SE and alpha the Toadies.
- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Our colors flipped.
It's almost as if people are the problem.
- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via MegaMek X
1916 and engage the Elementals.
It's almost as if people are the problem.
- NickAragua
- Posts: 6163
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Re: Let's Play Together: GM'd Battletech via MegaMek X
Whoops, took the screenshot from the wrong megamek instance.
Black Lives Matter
- NickAragua
- Posts: 6163
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Re: Let's Play Together: GM'd Battletech via MegaMek X
That, uh, may collapse the building. It's only got CF 40 and your mech weighs 70.
Black Lives Matter