Let's Play Together: GM'd Battletech via MegaMek XII
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- TotallyNotEvil
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I'm thinking I either turn south and help shoot the Ryoken (with the Mad Cat only having an LRM-10, while still dangerous it's a far, far cry from a full Mad Cat) or I can start heading north to help fight the two intact Mad Cats coming down.
- El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Marauder - run to 3414. Fire at Mad Cat in 3508.
Do heavy woods require +2 movement (so that moving into them requires 3 movement) or only +1 like light woods?
Awesome - run to 2913 (if I have enough movement) and also fire at the Mad Cat in 3508. If I don't have enough movement, then just turn and fire at the 3508 Mad Cat.
Do heavy woods require +2 movement (so that moving into them requires 3 movement) or only +1 like light woods?
Awesome - run to 2913 (if I have enough movement) and also fire at the Mad Cat in 3508. If I don't have enough movement, then just turn and fire at the 3508 Mad Cat.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
The Awesome has a couple of damaged actuators in the right arm, which is where that 12 PPC is.
Heavy woods cost +2 MP to enter normally (although in the case of the Marauder, it's actually only +1 while light woods don't impede it at all).
Heavy woods cost +2 MP to enter normally (although in the case of the Marauder, it's actually only +1 while light woods don't impede it at all).
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Seems to me that we have an Awesome, Marauder, Orion, and Archer (plus Leraje sniping) to take on the two Mad Cats, so I'd suggest targeting the Ryoken.TotallyNotEvil wrote: ↑Fri Oct 29, 2021 1:35 pm I'm thinking I either turn south and help shoot the Ryoken (with the Mad Cat only having an LRM-10, while still dangerous it's a far, far cry from a full Mad Cat) or I can start heading north to help fight the two intact Mad Cats coming down.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Ok, so seems like the Awesome doesn't have enough movement to make it to the heavy woods this turn, which means turning and firing at the Mad Cat.NickAragua wrote: ↑Fri Oct 29, 2021 1:46 pm The Awesome has a couple of damaged actuators in the right arm, which is where that 12 PPC is.
Heavy woods cost +2 MP to enter normally (although in the case of the Marauder, it's actually only +1 while light woods don't impede it at all).
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
The Orion is leaving, and not really able to do any meaningful firing as it goes since its taken an engine hit, so I wouldn't count it as being useful.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Hey! I'm trying!El Guapo wrote: ↑Fri Oct 29, 2021 1:49 pmSeems to me that we have an Awesome, Marauder, Orion, and Archer (plus Leraje sniping) to take on the two Mad Cats, so I'd suggest targeting the Ryoken.TotallyNotEvil wrote: ↑Fri Oct 29, 2021 1:35 pm I'm thinking I either turn south and help shoot the Ryoken (with the Mad Cat only having an LRM-10, while still dangerous it's a far, far cry from a full Mad Cat) or I can start heading north to help fight the two intact Mad Cats coming down.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I see. Are those two northern Mad Cats damaged significantly, or are they pristine?NickAragua wrote: ↑Fri Oct 29, 2021 1:52 pmThe Orion is leaving, and not really able to do any meaningful firing as it goes since its taken an engine hit, so I wouldn't count it as being useful.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Damaged, yes. I believe. Significantly? I don't think so. One has a bit of armor damage. I think the other is still rolling pretty strong.El Guapo wrote: ↑Fri Oct 29, 2021 1:59 pmI see. Are those two northern Mad Cats damaged significantly, or are they pristine?NickAragua wrote: ↑Fri Oct 29, 2021 1:52 pmThe Orion is leaving, and not really able to do any meaningful firing as it goes since its taken an engine hit, so I wouldn't count it as being useful.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
This is correct. At a glance, the top bar above the mech indicates armor damage, the bottom bar indicates internal structure damage. The top one has armor in the 10s for a lot of its sections with some 20s left, the bottom one has armor in the 20s.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
And the Black Hawk that Isgrimnur is Greco-Roman wrestling with is out now, right?
Given that it probably makes sense to break another mech north, which could be the Lich.
Given that it probably makes sense to break another mech north, which could be the Lich.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
With my secondary weapons gone, my H-H will back up to the east and continue firing on the Ryoken, since the nearby Mad Cat only has a LRM 10 left.
The Kurita P. Hawk will attack the nearby Ryoken.
The Kurita P. Hawk will attack the nearby Ryoken.
- TotallyNotEvil
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Ok then!
>> LICH: Run to 3118, LRM 3507 Mad Cat through whatever means (direct or indirect) is better.
>> ARCHER: Double LRM 3507 Mad Cat.
>> LICH: Run to 3118, LRM 3507 Mad Cat through whatever means (direct or indirect) is better.
>> ARCHER: Double LRM 3507 Mad Cat.
- Leraje
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
BL-KNT >> Stay put, fire ErLL x2 and ErPPC @ Timberwolf 2031 or Stormcrow 2334
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Wanted to cross the river ahead of me and start working my way south but I think things have changed on the battlefield. I assume that Vulture in 1719 is no longer combat effective? If so I’ll support the mechs engaging those two Clanners in the south.
My elderly Mackie will make its way to hex 2526 for a possible river crossing if needed. I understand that it will take more than one turn and I leave it to Nick to choose the best route.
Thunderbolt moves to 1905 and targets Loki in 2003. If Elementals in 2104 are more of a threat then I’ll target them instead.
My elderly Mackie will make its way to hex 2526 for a possible river crossing if needed. I understand that it will take more than one turn and I leave it to Nick to choose the best route.
Thunderbolt moves to 1905 and targets Loki in 2003. If Elementals in 2104 are more of a threat then I’ll target them instead.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I don't seem to be able to open the map image so I'm happy for someone else to move/fire for me this turn as I'll be quite busy. If you get me killed I'm coming back to haunt you though!
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
moleymoleymoley wrote: ↑Sat Oct 30, 2021 5:36 am I don't seem to be able to open the map image so I'm happy for someone else to move/fire for me this turn as I'll be quite busy. If you get me killed I'm coming back to haunt you though!
That's what you are facing. I think Issie is coming from the north to help. And WoE it tagging the Ryoken, I believe.
But you've got yourself in a bit of a pickle there. At least the Mad Cat looks pretty hurt. So maybe you can knock it out this turn. Not sure if you have to move one hex closer though for LOS.
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- Leraje
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
If you can jump to 1931, then it's possible to backstab the Timberwolf. It's arm-less iirc and you should be safe from it's reprisal.TheMix wrote: ↑Sat Oct 30, 2021 1:15 pmmoleymoleymoley wrote: ↑Sat Oct 30, 2021 5:36 am I don't seem to be able to open the map image so I'm happy for someone else to move/fire for me this turn as I'll be quite busy. If you get me killed I'm coming back to haunt you though!
That's what you are facing. I think Issie is coming from the north to help. And WoE it tagging the Ryoken, I believe.
But you've got yourself in a bit of a pickle there. At least the Mad Cat looks pretty hurt. So maybe you can knock it out this turn. Not sure if you have to move one hex closer though for LOS.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Its only remaining weapons are a LRM-10 and its melee power as a 75t mech. Still, it would be nice to get it off the field.
- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Jump to 2187 and engage the best target.
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
So...there is no 2187. The 21XX spaces range from 2101 to 2134.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
2127.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Yup, I would do this pleaseLeraje wrote: ↑Sat Oct 30, 2021 2:04 pmIf you can jump to 1931, then it's possible to backstab the Timberwolf. It's arm-less iirc and you should be safe from it's reprisal.TheMix wrote: ↑Sat Oct 30, 2021 1:15 pmmoleymoleymoley wrote: ↑Sat Oct 30, 2021 5:36 am I don't seem to be able to open the map image so I'm happy for someone else to move/fire for me this turn as I'll be quite busy. If you get me killed I'm coming back to haunt you though!
That's what you are facing. I think Issie is coming from the north to help. And WoE it tagging the Ryoken, I believe.
But you've got yourself in a bit of a pickle there. At least the Mad Cat looks pretty hurt. So maybe you can knock it out this turn. Not sure if you have to move one hex closer though for LOS.
- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
WestOrEast backs the Hatamoto-Hi up, avoiding missile fire from the Mad Cat across the river. Moley hops over behind the 75 tonner, absorbing a pair of large laser blasts from the nearby Ryoken with nothing other than armor damage. Moley's lasers savage the Mad Cat's rear torso, causing multiple armor breaches but no critical damage. However, the 65-ton Thunderbolt brings its leg down on the back of the Mad Cat's reverse-jointed left leg, crushing a pair of actuators - the enemy mech drops to a knee.
Siljanus and WestOrEast return fire on the Ryoken, with Leraje joining in. Siljanus scores a PPC hit to the 55-ton mech's left arm while Leraje burns armor off the right leg. WestOrEast holds one of the Hatamoto-Hi's PPCs trying to manage heat, but scores a hit to the left leg with the other one while a pulse laser stitches across the right torso.
To the north, the Kurita Thunderbolt bites it - even though the Loki is propping itself off the ground with one arm, the clan mech's lasers pierce the Kurita 65-tonner's right torso armor (through the convenient hole left by the absence of the right arm), detonating the SRM ammo. The Loki's anti-missile system knocks one of the Thunderbolt's return-fired SRMs, while the other impacts, doing little damage.
Nearby, the Ryoken and Phoenix Hawk engage each other, the Ryoken's pulse lasers nearly taking off the Pixie's right arm (receiving a few machine gun blasts in return). The two mechs also exchange kicks, striping armor off each other's legs. To the west, the Shadow Hawk tries circling around the Daishi with little success, taking a large laser blast to the right hip. The other medium mechs are unable to effectively target the 100-ton behemoth as it flits in and out of the smoke, and the Shadow Hawk drops to the ground.
To the northeast, El Guapo observes one of the Mad Cats laying into the nearby Kurita Archer with a PPC and multiple pulse lasers, as well as a salvo from the streak SRM launcher. That Kurita mechwarrior must be breathing a sigh of relief, because one of the SRMs knocks out a shoulder LRM launcher and impacts an ammo bin - luckily, that particular ammo bin had already been depleted. The Kurita mechwarrior is driven to distraction, whiffing all his LRM fire. Incoming fire at El Guapo from the other Mad Cat results in only a brief graze to the right torso from a pulse laser.
The two Mad Cats take some major return fire. TheMix throws some LRMs in their direction from the northwest, blasting chunks off the southern one's left side. El Guapo fires his PPCs and gauss rifle, knocking off significant chunks of armor from the mech's fron, joined by a blast form the Awesome which nearly punches through the left torso. Stefan runs up, joining in with multiple lasers across the rear Mad Cat's front section.
Isgrimnur takes a few seconds to disentangle from the limp, shut-down Black Hawk, whose mechwarrior wastes no time climbing out of the cockpit.
Current battlefield status:
Raw firing/physical/heat data:
Objective update:
Kurita Thunderbolt destroyed (6/21)
Mad Cat 2031 crippled and withdrawing due to excessive internal damage (12/20)
Target modifiers:
Northern Mad Cats: +2
Southern Mad Cat: +1 (crippled and withdrawing)
Daishi: +2
Ryoken North: +2
Ryoken South: +3
Loki: +3 (+1 if attacker adjacent)
No ACE this round
Status notes:
Isgrimnur will generate +2 heat this round [apologies: apparently on the turn that you willingly "break grapple", you didn't get to move. You can now move normally]
Kurita Phoenix Hawk will generate +2 heat this round
Author's note: in the dictionary, under the definition of "screwed", there's a picture of that Kurita Shadow Hawk next to the Daishi.
Siljanus and WestOrEast return fire on the Ryoken, with Leraje joining in. Siljanus scores a PPC hit to the 55-ton mech's left arm while Leraje burns armor off the right leg. WestOrEast holds one of the Hatamoto-Hi's PPCs trying to manage heat, but scores a hit to the left leg with the other one while a pulse laser stitches across the right torso.
To the north, the Kurita Thunderbolt bites it - even though the Loki is propping itself off the ground with one arm, the clan mech's lasers pierce the Kurita 65-tonner's right torso armor (through the convenient hole left by the absence of the right arm), detonating the SRM ammo. The Loki's anti-missile system knocks one of the Thunderbolt's return-fired SRMs, while the other impacts, doing little damage.
Nearby, the Ryoken and Phoenix Hawk engage each other, the Ryoken's pulse lasers nearly taking off the Pixie's right arm (receiving a few machine gun blasts in return). The two mechs also exchange kicks, striping armor off each other's legs. To the west, the Shadow Hawk tries circling around the Daishi with little success, taking a large laser blast to the right hip. The other medium mechs are unable to effectively target the 100-ton behemoth as it flits in and out of the smoke, and the Shadow Hawk drops to the ground.
To the northeast, El Guapo observes one of the Mad Cats laying into the nearby Kurita Archer with a PPC and multiple pulse lasers, as well as a salvo from the streak SRM launcher. That Kurita mechwarrior must be breathing a sigh of relief, because one of the SRMs knocks out a shoulder LRM launcher and impacts an ammo bin - luckily, that particular ammo bin had already been depleted. The Kurita mechwarrior is driven to distraction, whiffing all his LRM fire. Incoming fire at El Guapo from the other Mad Cat results in only a brief graze to the right torso from a pulse laser.
The two Mad Cats take some major return fire. TheMix throws some LRMs in their direction from the northwest, blasting chunks off the southern one's left side. El Guapo fires his PPCs and gauss rifle, knocking off significant chunks of armor from the mech's fron, joined by a blast form the Awesome which nearly punches through the left torso. Stefan runs up, joining in with multiple lasers across the rear Mad Cat's front section.
Isgrimnur takes a few seconds to disentangle from the limp, shut-down Black Hawk, whose mechwarrior wastes no time climbing out of the cockpit.
Current battlefield status:
Spoiler:
Spoiler:
Kurita Thunderbolt destroyed (6/21)
Mad Cat 2031 crippled and withdrawing due to excessive internal damage (12/20)
Target modifiers:
Northern Mad Cats: +2
Southern Mad Cat: +1 (crippled and withdrawing)
Daishi: +2
Ryoken North: +2
Ryoken South: +3
Loki: +3 (+1 if attacker adjacent)
No ACE this round
Status notes:
Isgrimnur will generate +2 heat this round [apologies: apparently on the turn that you willingly "break grapple", you didn't get to move. You can now move normally]
Kurita Phoenix Hawk will generate +2 heat this round
Author's note: in the dictionary, under the definition of "screwed", there's a picture of that Kurita Shadow Hawk next to the Daishi.
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- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
No worries.
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I'm not sure if we "won" that round. Our allies definitely did not.
I was hoping to settle down and get some better attack numbers, but alas, not to be.
Crusader "THEMIX" >> jump to 3306 (I think the height is better than 3107, which might have LOS issues); target Mad Cats, as appropriate
PS. What's the scoop on the Ryoken in 3806? It's not going to be firing at us, is it?
I was hoping to settle down and get some better attack numbers, but alas, not to be.
Crusader "THEMIX" >> jump to 3306 (I think the height is better than 3107, which might have LOS issues); target Mad Cats, as appropriate
PS. What's the scoop on the Ryoken in 3806? It's not going to be firing at us, is it?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Oooh, I didn’t think about getting up on that hill and raining some hurt from up there! Nice choice, Nick!
Mackie moves to hex 2424 and fires at Ryoken in hex 2027
Mackie moves to hex 2424 and fires at Ryoken in hex 2027
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
The Kurita on the Archer has done all of nothing with his LRMs.
> LICH: Run to 3615, alpha 4010 Mad Cat
> ARC: Try to suck less. Also, GM's choice.
> LICH: Run to 3615, alpha 4010 Mad Cat
> ARC: Try to suck less. Also, GM's choice.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
He's currently unconscious, so he won't be firing at anything for a little while.
lol no guarantees. He's doing pretty good at absorbing incoming fire though.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Wow, that went well for me.Weapons fire for Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar)
ER Large Laser at Marauder MAD-5SO ID:75 (1st Octopus Overlords); needs 7, rolls 5 : misses
ER Large Laser at Marauder MAD-5SO ID:75 (1st Octopus Overlords); needs 7, rolls 5 : misses
LRM 20 at Marauder MAD-5SO ID:75 (1st Octopus Overlords); needs 7, rolls 5 : misses
Medium Pulse Laser at Marauder MAD-5SO ID:75 (1st Octopus Overlords); needs 6, rolls 6 : - Glancing Blow - - Glancing Blow due to Narrow/Low Profile - hits (using Partial cover (horizontal 50%) table) RT
Marauder MAD-5SO ID:75 (1st Octopus Overlords) takes 1 damage to RT.
Needs 7+ to destroy Searchlight, rolls 4.
16 Armor remaining.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Am I correct that my Marauder and the 3910 Mad Cat don't have LOS on each other, because he's on level 0 terrain and there's a level 2 hill between us? But me and the 4010 Mat Cat have LOS.
Assuming that's correct, my Marauder will stay put and fire everything that has a reasonable to hit at the 4010 Mad Cat.
Though maybe we do because I'm on level 1, which I think puts my height at level 3. Hmmm.
Another related question is whether the Kurita Awesome has LOS on the 4010 Mat Cat.
Assuming that's correct, my Marauder will stay put and fire everything that has a reasonable to hit at the 4010 Mad Cat.
Though maybe we do because I'm on level 1, which I think puts my height at level 3. Hmmm.
Another related question is whether the Kurita Awesome has LOS on the 4010 Mat Cat.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
You've got three light woods on the same or higher level between yourself and those Mad Cats (3514, 3613 and 3612/3713 respectively). It's a little hard to see, but the Archer is in a light woods hex and 3514 is a light woods hex as well.El Guapo wrote: ↑Mon Nov 01, 2021 12:17 pm Am I correct that my Marauder and the 3910 Mad Cat don't have LOS on each other, because he's on level 0 terrain and there's a level 2 hill between us? But me and the 4010 Mat Cat have LOS.
Another related question is whether the Kurita Awesome has LOS on the 4010 Mat Cat.
Kurita Awesome has LOS on the 4010 Mad Cat.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Trying to figure out if there's a way to get in LOS in one but not both Mad Cats. If I went to 3412, I think I'd be in LOS of both (notwithstanding the level 2 hill) because I'd be standing on a level 1 hill. But if I went to 3312, I think I wouldn't be in LOS of the 3910 Mad Cat but would have LOS on the 4010 Mad Cat (because he's on a level 1 hill), right?NickAragua wrote: ↑Mon Nov 01, 2021 12:38 pmYou've got three light woods on the same or higher level between yourself and those Mad Cats (3514, 3613 and 3612/3713 respectively). It's a little hard to see, but the Archer is in a light woods hex and 3514 is a light woods hex as well.El Guapo wrote: ↑Mon Nov 01, 2021 12:17 pm Am I correct that my Marauder and the 3910 Mad Cat don't have LOS on each other, because he's on level 0 terrain and there's a level 2 hill between us? But me and the 4010 Mat Cat have LOS.
Another related question is whether the Kurita Awesome has LOS on the 4010 Mat Cat.
Kurita Awesome has LOS on the 4010 Mad Cat.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
You're correct about both of those hexes. Another option is to back up to 3416.El Guapo wrote: ↑Mon Nov 01, 2021 12:52 pm Trying to figure out if there's a way to get in LOS in one but not both Mad Cats. If I went to 3412, I think I'd be in LOS of both (notwithstanding the level 2 hill) because I'd be standing on a level 1 hill. But if I went to 3312, I think I wouldn't be in LOS of the 3910 Mad Cat but would have LOS on the 4010 Mad Cat (because he's on a level 1 hill), right?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Ok, then.
Marauder to 3312. Fire everything with a reasonable to hit percentage against 4010 Mad Cat.
Awesome turn to face NE (face 2813). Also fire at 4010 Mad Cat.
Marauder to 3312. Fire everything with a reasonable to hit percentage against 4010 Mad Cat.
Awesome turn to face NE (face 2813). Also fire at 4010 Mad Cat.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
My H-H will keep on being nice and friendly to the Mad Cat, though if it gets destroyed, I'll switch over to the Ryoken.
My Kurita P/ Hawk will back out of boarding range from those Elementals and keep on shooting the Loki.
My Kurita P/ Hawk will back out of boarding range from those Elementals and keep on shooting the Loki.
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
El Guapo wrote: ↑Mon Nov 01, 2021 12:12 pmWow, that went well for me.Weapons fire for Mad Cat (Timber Wolf) Prime ID:3 (Clan Smoke Jaguar)
ER Large Laser at Marauder MAD-5SO ID:75 (1st Octopus Overlords); needs 7, rolls 5 : misses
ER Large Laser at Marauder MAD-5SO ID:75 (1st Octopus Overlords); needs 7, rolls 5 : misses
LRM 20 at Marauder MAD-5SO ID:75 (1st Octopus Overlords); needs 7, rolls 5 : misses
Medium Pulse Laser at Marauder MAD-5SO ID:75 (1st Octopus Overlords); needs 6, rolls 6 : - Glancing Blow - - Glancing Blow due to Narrow/Low Profile - hits (using Partial cover (horizontal 50%) table) RT
Marauder MAD-5SO ID:75 (1st Octopus Overlords) takes 1 damage to RT.
Needs 7+ to destroy Searchlight, rolls 4.
16 Armor remaining.
- Leraje
- Posts: 608
- Joined: Tue Feb 18, 2020 11:27 am
- Location: NYC
Re: Let's Play Together: GM'd Battletech via MegaMek XII
BL-KNT >> 3826, face SW, fire ErLL x2 @ Stormcrow 2027 or Timberwolf 2031
Need to make sure that astechs use alcohol to clean my mech optics and not consume it internally...
Need to make sure that astechs use alcohol to clean my mech optics and not consume it internally...
- AWS260
- Posts: 12843
- Joined: Wed Feb 08, 2006 12:51 pm
- Location: Brooklyn
Re: Let's Play Together: GM'd Battletech via MegaMek XII
[pokes head into the thread]
So, uh, how's it going? Are those Clan jerks on the run yet?
So, uh, how's it going? Are those Clan jerks on the run yet?
- TotallyNotEvil
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