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
If my ERPPC can't make it, my LRMs cann't either. Well, I will take the opportunity to vent my heat, I'm up to 6.
You want to force piloting checks to stay upright, and have it fall and damage the pilot?
Well, I will grant that something with more armor on the arms than I have on CT is a good candidate for that.
Mix, wanna try to stomp the Ryoken's cockpit? That's free real state.
Or are things between clanners and us not so bad that cockpit stomping is frowned upon?
You want to force piloting checks to stay upright, and have it fall and damage the pilot?
Well, I will grant that something with more armor on the arms than I have on CT is a good candidate for that.
Mix, wanna try to stomp the Ryoken's cockpit? That's free real state.
Or are things between clanners and us not so bad that cockpit stomping is frowned upon?
- Leraje
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
BL-KNT >>3822, fire ErLL x2 @ Timberwolf 3506
- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Does seem a bit harsh to stomp an unconscious pilot. I'm really hoping we can take the pilot prisoner. I suspect we'll have need of exchanges down the road.
I'm all for working on the smaller targets. I'm out of LRMs and my other weapons don't have the range of most of the rest of you. I'm a little leery of moving towards the Daishi. I don't know that I'd fare much better than our Kurita allies.
I'm all for working on the smaller targets. I'm out of LRMs and my other weapons don't have the range of most of the rest of you. I'm a little leery of moving towards the Daishi. I don't know that I'd fare much better than our Kurita allies.
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Assuming that the Ryoken will likely be out for another round, now looks like a good time for me to stay put and dump everything into the Mad Cat 3506. Or, possibly, jump right behind him and unload. Would that be a better option? If the Mad Cat goes down, I can probably do some surgical work with my MLs on the Ryoken next turn.
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- TotallyNotEvil
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Well, that Mad Cat is very, very nearly dead. A single ML to CT, whether rear or front, will do it in.
I'm shooting it too, but watching my heat.
I'm shooting it too, but watching my heat.
- Leraje
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Clans do not do exchanges, and Smokey Kitties are some of the worst in that regard.
https://www.sarna.net/wiki/Bondsman
- TotallyNotEvil
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Oh, they like to turn PoWs into chattel?
Go ahead Mix, stomp on that cockpit.
Go ahead Mix, stomp on that cockpit.
Last edited by TotallyNotEvil on Thu Nov 04, 2021 2:05 pm, edited 1 time in total.
- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I'll be happy to finish it off after the Mad Cat.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
But like...seems like the priority should be the 100 ton mech that's trying to kill us and not fleeing.
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
It absolutely should be. My concern is that my remaining weapons are only good at 9 or less hexes. And his are good at much greater ranges. So even trying to get in close is going to be a challenge for me. Though maybe once his attention is disrupted by a number of other folks shooting at him.
Alternatively, if we pull back, will he be forced to get off his high hill and come to us? Or will he just sit there forever?
Alternatively, if we pull back, will he be forced to get off his high hill and come to us? Or will he just sit there forever?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Also, do we have a weapons load-out for the Daishi / Dire Wolf? Or is that still unknown to us?
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
The wiki says:
Edit: That's the primary. I don't think we know if this one is running an alternate build.4x ER Large Lasers
4x Medium Pulse Lasers
2x Ultra Autocannon/5s
1x LRM-10
Edit 2: HOLY @#$%! I just looked at the maximum ranges on the Clan versions of those weapons. He can hit half the map!
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- TotallyNotEvil
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Yeah, that's a stupid throw-weight.
Making a good clan mech is like falling off a tree, you don't have to even try. And this is a 100t 3/5, simply randomly picking shit is going to make a killing machine.
Let's put it into perspective: after accounting for as much armor as an Atlas, it has 50,5t of weaponry.
Let that sink in for a moment. Over fifty tons of weapons.
My entire mech is 55t, and just a dash of clan tech makes it phenomenal.
Also, sarna says it's Great Death instead of Gray Death. Intentional misspelling?
And, as an aside, this is a pretty good example of how an assault mech can be most terrifying: we will have to brave its line of fire while it ignores the terrain between us and it, sitting pretty over the hill. And those silly strong LPLs will start to sing.
Making a good clan mech is like falling off a tree, you don't have to even try. And this is a 100t 3/5, simply randomly picking shit is going to make a killing machine.
Let's put it into perspective: after accounting for as much armor as an Atlas, it has 50,5t of weaponry.
Let that sink in for a moment. Over fifty tons of weapons.
My entire mech is 55t, and just a dash of clan tech makes it phenomenal.
Also, sarna says it's Great Death instead of Gray Death. Intentional misspelling?
And, as an aside, this is a pretty good example of how an assault mech can be most terrifying: we will have to brave its line of fire while it ignores the terrain between us and it, sitting pretty over the hill. And those silly strong LPLs will start to sing.
- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
It wasn't intentional at the time, but I think I'm going to roll with it - it's not too implausible that a clanner get an inner sphere translation wrong.TotallyNotEvil wrote: ↑Thu Nov 04, 2021 2:06 pm Also, sarna says it's Great Death instead of Gray Death. Intentional misspelling?
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Yeah, but at the same time we do have a lot of ER PPCs, Gauss Rifles, and other long-range weaponry which we can bring to bear on him which collectively outnumbers his large laser array. He can't maintain that high a to hit penalty from movement, and we can at least hide in large forests while we fire at him. So knock on wood seems like we should be ok in handling him, but we'll see I suppose.TotallyNotEvil wrote: ↑Thu Nov 04, 2021 2:06 pm
And, as an aside, this is a pretty good example of how an assault mech can be most terrifying: we will have to brave its line of fire while it ignores the terrain between us and it, sitting pretty over the hill. And those silly strong LPLs will start to sing.
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
We really need a mortar team about now. Or some way to get him off that hill. We need to break LOS to get closer. But being on the hill makes that impossible.
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Fun fact: did you know that the Ares Convention does *not* specifically address blimp-borne nuclear weapons?
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
"We'll see about that." El Guapo counters. "All units, engage designated target. Stick to the woods and smoke, concentrate fire." Our mechs open up at maximum range on the Daishi, but smoke and vibration makes it hard to land hits. Said Daishi returns fire with its extended-range lasers, autocannons and LRMs, but only scores a single laser hit on the Kurita Awesome, digging into the thick right torso armor.
On the way north, Moley saws the downed Mad Cat's left leg off with the Thunderbolt's laser. Just in case.
TheMix moves up to finish the retreating northern Mad Cat off, taking a pulse laser to the left torso, along with some LRMs and MG rounds scattered across the front of the Crusader - the mech lurches, but our mechwarrior keeps it upright. A jump jet blows out under the onslaught, but then Leraje targets the retreating Mad Cat with the Black Knight's large lasers, melting through the already non-existent rear armor; the 75-ton mech collapses into a pile of debris as a result, with Lich's lasers not making the debris any sturdier.
The Kurita Phoenix Hawk is intercepted by the Ryoken on the way back to attack the Loki, and its left torso section sparks and sags under pulse laser fire. The Kurita mechwarrior appears to have had enough of that, and pumps the Phoenix Hawk's legs as he sprints to try to take himself out of range.
The brief, relative pause in the firefight gives our mechs a chance to cool off as they advance towards the clan holdouts - the Daishi, accompanied by a Ryoken, with an elemental squad hopping around and a Loki firmly stuck on the ground but refusing to eject.
Current battlefield state:
Raw data:
Target Modifiers:
Daishi: +2
Loki: +3/+1
Elementals: +5
Ryoken: ACE
Objective update:
Kurita Phoenix Hawk crippled and withdrawing (10/21)
Status update:
TheMix down to 3 jump jets; all left sections and center torso section down to 4 or less armor
On the way north, Moley saws the downed Mad Cat's left leg off with the Thunderbolt's laser. Just in case.
TheMix moves up to finish the retreating northern Mad Cat off, taking a pulse laser to the left torso, along with some LRMs and MG rounds scattered across the front of the Crusader - the mech lurches, but our mechwarrior keeps it upright. A jump jet blows out under the onslaught, but then Leraje targets the retreating Mad Cat with the Black Knight's large lasers, melting through the already non-existent rear armor; the 75-ton mech collapses into a pile of debris as a result, with Lich's lasers not making the debris any sturdier.
The Kurita Phoenix Hawk is intercepted by the Ryoken on the way back to attack the Loki, and its left torso section sparks and sags under pulse laser fire. The Kurita mechwarrior appears to have had enough of that, and pumps the Phoenix Hawk's legs as he sprints to try to take himself out of range.
The brief, relative pause in the firefight gives our mechs a chance to cool off as they advance towards the clan holdouts - the Daishi, accompanied by a Ryoken, with an elemental squad hopping around and a Loki firmly stuck on the ground but refusing to eject.
Current battlefield state:
Spoiler:
Spoiler:
Daishi: +2
Loki: +3/+1
Elementals: +5
Ryoken: ACE
Objective update:
Kurita Phoenix Hawk crippled and withdrawing (10/21)
Status update:
TheMix down to 3 jump jets; all left sections and center torso section down to 4 or less armor
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- TotallyNotEvil
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Ok, might be time for Mix to get out of here. Or maybe stay out of LoS and keep lobbing LRMs indirectly? If they can't see them, they should be safe.
Nick, if I'm shooting at the Daishi, do I also ignore the shitload of woods between us, as it's on a much higher level? Assuming I'm on level 0.
Also, is 3506 forest? There's an explosion in it, I can't tell.
I wonder if Moley or WoE couldn't take a potshot at the fleeing Ryoken. Salvage is salvage.
Nick, if I'm shooting at the Daishi, do I also ignore the shitload of woods between us, as it's on a much higher level? Assuming I'm on level 0.
Also, is 3506 forest? There's an explosion in it, I can't tell.
I wonder if Moley or WoE couldn't take a potshot at the fleeing Ryoken. Salvage is salvage.
- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
1711, moving to flank Daishi
It's almost as if people are the problem.
- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I has no LRMs. My max range on anything left is 9. That was a pretty bad round for me. I accomplished nothing other than taking damage.
I guess I'll go make sure the Ryoken stays down. Either via surgical (ha!) MLs or with a stomp or two. That I think I can still do. If I can still do any jumping, maybe jump to 3906. The range on that Daishi is insane, I don't want to give him any more target than I have to. And hopefully he'll be preoccupied anyway.
I guess I'll go make sure the Ryoken stays down. Either via surgical (ha!) MLs or with a stomp or two. That I think I can still do. If I can still do any jumping, maybe jump to 3906. The range on that Daishi is insane, I don't want to give him any more target than I have to. And hopefully he'll be preoccupied anyway.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
He's taken 4 pilot hits (wakes up on a 10+ when rolling a 2d6) and is missing a leg. He's already not getting up, lol.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
With my forest master ability light woods has the same movement cost as plain terrain, but I assume heavy woods is 1 +2 - 1 = 2 MP for me?
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Also do we know the movement on the ace Hadouken? Run / jump speed?
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
My H-H will advance north at all speed and open fire as soon as I'm in range.
With my P. Hawk fleeing, is there any other mechs, actual or decoys, for me to take over?
With my P. Hawk fleeing, is there any other mechs, actual or decoys, for me to take over?
- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Forest Master gives you a 1 MP discount for moving into woods, so yes, heavy woods is 2 MP.
Stormcrow has 6/9 movement
The Kurita Wolverine can be controlled by players, I think it's the last one actually.
Stormcrow has 6/9 movement
The Kurita Wolverine can be controlled by players, I think it's the last one actually.
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- $iljanus
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Man it’s gonna take me a while to get there but…
Mackie keeps moving north, crosses river to hex 2219 (in multiple turns I’d expect)
Hopefully the woods will screen me when it comes time to close and engage with the Dashi.
Mackie keeps moving north, crosses river to hex 2219 (in multiple turns I’d expect)
Hopefully the woods will screen me when it comes time to close and engage with the Dashi.
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Alright. So assuming we manage to hold on and win. What happens to the pilot? Do our allies have a brig they throw him into? Or are they just going to execute him on the spot? Just curious.NickAragua wrote: ↑Fri Nov 05, 2021 3:27 pm He's taken 4 pilot hits (wakes up on a 10+ when rolling a 2d6) and is missing a leg. He's already not getting up, lol.
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- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
How well can the Daishi multi-target? Do we know?
i.e. Is it advantageous to us to have someone move in from the direct south? Will having attacks from two directions be benefit? Or just when it comes time for flavor text?
i.e. Is it advantageous to us to have someone move in from the direct south? Will having attacks from two directions be benefit? Or just when it comes time for flavor text?
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- $iljanus
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I'm trying to move my geriatric mech across the river to come at the Daishi from the south. If we can coordinate an attack from multiple mechs that would be cool to pull off. Or we just end up dying together.
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- Leraje
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
BL-KNT >>3718, fire ErLL x2 & ErPPC @ Direwolfwolf 1402 or Hellbinger 2003
- TotallyNotEvil
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
>> LICH: Jump to 3605 (after Mix moves), fire ERPPC (and LRMs if it's 9+ or better) at the Daishi
- TheMix
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Crusader "THEMIX" >> jump to 3906, if able - otherwise, somewhere on the east side of the hill as far as I can get; left side facing west
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
He may join us as a bondsman, or, if he does not, then we hand him over to the Kurita guys for a nominal bonus. They own the planet (and it's their capitol world), so their spooks likely have plenty of places to throw him into. Some clanners also request "bondsref", which basically means "I don't want to join you, kill me instead."
The Daishi's weapons are almost all in the arms, so he effectively has 360 degree coverage. Due to heat issues, however, he can only fire his large lasers in a 3-4-3-4 pattern, supplementing with the pulse lasers as the range closes. It's absolutely worthwhile to mob and flank him, since he a) takes a penalty for firing at secondary targets and b) can't hit everyone at once. An approach from the south also lets the attacker use smoke and hills for a little bit of cover.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
Move the Marauder to 2708. Fire at the Daishi
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
I think this was asked before, but I don't recall seeing an answer. To what extent do forests / smoke matter for us firing at the Daishi given that he's on level 3? My sense is that for fire both ways the forests don't matter (unless we ourselves are standing in a forest square), but that the smoke does make a difference. Is that right?
Also, how bad is it to get within (long) range of the Daishi's medium pulse lasers? It sounds like it can't fire those and the large lasers, right?
Also, how bad is it to get within (long) range of the Daishi's medium pulse lasers? It sounds like it can't fire those and the large lasers, right?
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
God, moving a 3/5 Awesome through wooded terrain without forest master is brutally slow.
I guess move to 2611.
Also, I'll leave the targeting to the GM, since we have an ace this round. I assume that the Awesome will fire at the Daishi since I don't expect that the Awesome will have a good shot at anything else given the woods in between. Marauder probably will also, but it may have some decent shots at the elementals or Hadouken.
I guess move to 2611.
Also, I'll leave the targeting to the GM, since we have an ace this round. I assume that the Awesome will fire at the Daishi since I don't expect that the Awesome will have a good shot at anything else given the woods in between. Marauder probably will also, but it may have some decent shots at the elementals or Hadouken.
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- Leraje
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Re: Let's Play Together: GM'd Battletech via MegaMek XII
MPL: 7 Damage, 4 Heat, 4/8/12 Range
ErLL: 10 Damage, 12 Heat, 8/15/25 Range
Direwolf Prime has 44 heat sinking, so within MPL range it can indefinitely sustain 4x MPL + 2x ErLL. In other words, it's bad.