Let's Play Together: GM'd Battletech via Megamek
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Re: Let's Play Together: GM'd Battletech via Megamek
What is the rule on getting stuck in swamps/mud? 1120 is interesting due to the building behind me but I generally avoid taking lighter mechs into mud.
- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek
Walking or running into it is a piloting skill roll at -1 (so, 3+ in your case). Failing means you get "stuck" and are done for the turn. Jumping in means you're automatically "stuck" (after the facing change).
"Stuck" units are easier to hit (-2 modifier) and need to make a flat PSR at the end of next movement turn to break away.
Also, FYI, you won't be able to run "through" the Saracen.
"Stuck" units are easier to hit (-2 modifier) and need to make a flat PSR at the end of next movement turn to break away.
Also, FYI, you won't be able to run "through" the Saracen.
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- gbasden
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Re: Let's Play Together: GM'd Battletech via Megamek
Hmm. OK, how about jumping to 1818 facing northwest and firing all the lasers at the Scorpion Light Tank in 1817 and the LRMs at the MG turret. If the tank survives, punch it, if not, punch its friend in 1718?NickAragua wrote:
I think 1423 will actually have blocked LOS to the AC/5 turret - the depth 1 water means you're standing at effective height -1, so you're completely obscured by the level 1 hex in 1323.
Keep in mind that the guy you have to search and rescue may be in any one of the four yellow roof buildings. Also, keep in mind that enemy reinforcements are en route to reinforce the base (unknown eta).
It feels like we have to take down a lot more of these things or the S&R infantry is going to get slaughtered doing the searches. Maybe the Maxim attacks the MG turret and unloads those missile batteries at it?
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Re: Let's Play Together: GM'd Battletech via Megamek
Hmm, that seems to indicate a minimum of one full turn stuck (psr at the end of the turn). I thought I remembered MegaMek allowing a mek to free itself such that, if it succeeded, it could move again right away. Ok, I can think about being stuck as a chance but I can't be forced to automatically spend two firing phases stuck in front of the AC5 turret.NickAragua wrote:Walking or running into it is a piloting skill roll at -1 (so, 3+ in your case). Failing means you get "stuck" and are done for the turn. Jumping in means you're automatically "stuck" (after the facing change).
"Stuck" units are easier to hit (-2 modifier) and need to make a flat PSR at the end of next movement turn to break away.
Jump to 1116 facing south, large laser at the MG turret.
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Re: Let's Play Together: GM'd Battletech via Megamek
I don't think the Maxim can see the MG turret but I completely agree. I want to get a clear shot at the infantry also but the aren't as big a threat to the S&R teams as the mg.gbasden wrote:
It feels like we have to take down a lot more of these things or the S&R infantry is going to get slaughtered doing the searches. Maybe the Maxim attacks the MG turret and unloads those missile batteries at it?
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Re: Let's Play Together: GM'd Battletech via Megamek
No problems with that move.gbasden wrote:Hmm. OK, how about jumping to 1818 facing northwest and firing all the lasers at the Scorpion Light Tank in 1817 and the LRMs at the MG turret. If the tank survives, punch it, if not, punch its friend in 1718?
The PSR occurs at the beginning of the turn. So you'd be stuck for the duration of the firing and physical phase, then get a chance to break free before the next movement phase.Madmarcus wrote:Hmm, that seems to indicate a minimum of one full turn stuck (psr at the end of the turn). I thought I remembered MegaMek allowing a mek to free itself such that, if it succeeded, it could move again right away. Ok, I can think about being stuck as a chance but I can't be forced to automatically spend two firing phases stuck in front of the AC5 turret.
The MG is definitely the bigger threat, as it'll put out 6d6 damage (2d6 per turret, potentially annihilating the squad entirely). The infantry will put out ~10 damage. So, neither is particularly good.
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- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via Megamek
I'm on the MG turret.
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via Megamek
Great. I'm still going to hit it unless you think you can take it out in one turn.Isgrimnur wrote:I'm on the MG turret.
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Re: Let's Play Together: GM'd Battletech via Megamek
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via Megamek
It's got like 80 hit points, so you'll definitely need to concentrate fire if you want to bring it down quickly.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek
If I jump to 1922, can any of the three vehicles to my northwest see me? Seems like the level 7 hill would protect me. If so I'll jump to there and unload on the AC5 turret (assuming that I don't faceplant, I suppose).
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Re: Let's Play Together: GM'd Battletech via Megamek
Correct, 1922 will prevent LOS on the three lake vehicles. If I may recommend, walking to 2020 will achieve the same goal (no LOS to the vehicles, LOS to the AC/5 turret) without a 7+ piloting roll.
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- El Guapo
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek
Gbasden jumps into the hilltop lake and fires all lasers at a Scorpion which wildly sprays its autocannon and MG at him as he approaches (the MG burst hits, for the record). The medium lasers miss, but it doesn't matter because the large laser punctures the right side armor and detonates the fuel tank. The vehicle explodes spectacularly. Gbasden catches some return laser fire from the other Scorpion, but his armor holds. He punches back and strips off some armor off the right side of the offending vehicle, and decides to hold the LRMs - even with the water helping cool the mech off, it'd still put him at +8 heat, which means accuracy penalties.
El Guapo walks up the eastern side of the slope and unloads all weapons at the AC/5 turret, delivering a significant amount of damage. The turret returns fire and scores a single hit on the right torso, but the armor holds. The other shots miss or impact the hill.
Isgrimnur, Madmarcus and the Maxim engage the MG turret, inflicting significant damage on the structure, but the turret remains operational. Isgrimnur's legs are saved from the impact of an LRM salvo by the hill in front of him, while Madmarcus easily avoids a salvo of infantry-fired missiles.
Raw firing and heat data
MG Turret has 42 CF remaining, AC/5 turret has 56 CF remaining.
The enemy Saracen comes out to engage the Maxim, while the rest of the vehicles mill around the hilltop. A hostile Warrior Attack helicopter arrives from the northeast and closes in on Isgrimnur's rear arc. The Warrior is a very fragile piece of equipment, sporting an SRM/4 launcher and an AC/2.
"This is air support, looks like you've got a lance of hovercraft coming your way from the northwest, with crawlers not far behind. ETA on the hovercraft about ten seconds, same as me."
El Guapo walks up the eastern side of the slope and unloads all weapons at the AC/5 turret, delivering a significant amount of damage. The turret returns fire and scores a single hit on the right torso, but the armor holds. The other shots miss or impact the hill.
Isgrimnur, Madmarcus and the Maxim engage the MG turret, inflicting significant damage on the structure, but the turret remains operational. Isgrimnur's legs are saved from the impact of an LRM salvo by the hill in front of him, while Madmarcus easily avoids a salvo of infantry-fired missiles.
Raw firing and heat data
Spoiler:
The enemy Saracen comes out to engage the Maxim, while the rest of the vehicles mill around the hilltop. A hostile Warrior Attack helicopter arrives from the northeast and closes in on Isgrimnur's rear arc. The Warrior is a very fragile piece of equipment, sporting an SRM/4 launcher and an AC/2.
"This is air support, looks like you've got a lance of hovercraft coming your way from the northwest, with crawlers not far behind. ETA on the hovercraft about ten seconds, same as me."
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek
What kind of weapons does the Skulker have? Anything intimidating?
Can I walk back to the spot that I was in before (2119)? If so I'll do that and shoot at the easiest vehicles to hit.
Can I walk back to the spot that I was in before (2119)? If so I'll do that and shoot at the easiest vehicles to hit.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek
Skulker has a single medium laser.
You can get back to 2119, but it'll cost 7 mp (face right x2, forward, face right are one each then forward down hill into woods +3) which means it's a run, which means it's a piloting roll.
You can get back to 2119, but it'll cost 7 mp (face right x2, forward, face right are one each then forward down hill into woods +3) which means it's a run, which means it's a piloting roll.
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Re: Let's Play Together: GM'd Battletech via Megamek
Jump to 920 facing NE. Flamer on the infantry. Follow up with a punch if punching infantry is a thing.
- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via Megamek
5 MP to get to 713. Let's light that Saracen up.
It's almost as if people are the problem.
- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek
Two things FYI:Isgrimnur wrote:5 MP to get to 713. Let's light that Saracen up.
1) Going into the swamp hex will require a piloting check at -1 (3+ for you) to avoid getting "stuck"
2) It puts you within minimum range on the PPC, which means you get an additional +1 on the "to hit" odds, bringing you from a 9+ to a 10+ (base 4, target moved 5 +2, target in light woods +1, you ran +2, minimum range +1).
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek
Feel free to adjust this if there are similar options that make more sense, but what I am thinking is this:NickAragua wrote:Skulker has a single medium laser.
You can get back to 2119, but it'll cost 7 mp (face right x2, forward, face right are one each then forward down hill into woods +3) which means it's a run, which means it's a piloting roll.
(1) Back up one space to 2120 (which I think should block LOS to most of the vehicles other than the Skulker)
(2) Fire my medium lasers at the Skulker
(3) Fire my LRMs and my large laser at the AC/5 turret.
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Re: Let's Play Together: GM'd Battletech via Megamek
Swamp, not heavy woods. Pondering...
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Re: Let's Play Together: GM'd Battletech via Megamek
Rotate to face 0610, back into the water at 0809, engage the chopper, I assume with a torso twist to the right. I believe I can engage the Saracen with the left arm light laser.
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Re: Let's Play Together: GM'd Battletech via Megamek
No love on the AC/5 turret from 2120 (the top of the hill blocks LOS), but the rest is doable.El Guapo wrote:Feel free to adjust this if there are similar options that make more sense, but what I am thinking is this:NickAragua wrote:Skulker has a single medium laser.
You can get back to 2119, but it'll cost 7 mp (face right x2, forward, face right are one each then forward down hill into woods +3) which means it's a run, which means it's a piloting roll.
(1) Back up one space to 2120 (which I think should block LOS to most of the vehicles other than the Skulker)
(2) Fire my medium lasers at the Skulker
(3) Fire my LRMs and my large laser at the AC/5 turret.
Of course, the tactical value of the Skulker is somewhat questionable, given the mission objectives.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek
Backing into the water is a two level drop (one level, and the water is depth 1), which is not a legal move.Isgrimnur wrote:Rotate to face 0610, back into the water at 0809, engage the chopper, I assume with a torso twist to the right. I believe I can engage the Saracen with the left arm light laser.
The small laser has a range of three hexes, so no shooting at the Saracen with it (well, you can, if you want to build up extra heat and not hit anything).
Also, I lied about the odds of the swamp piloting check (and your piloting skill), it's actually 5 base + 1 entering swamp.
This actually goes for El Guapo's proposed move, too, but he can turn around and run down the one level.
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- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via Megamek
Then we will enter the water going forward. Two to turn, three to enter the water, and one more to face north to engage the chopper.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek
I don't think I explained it well enough - two level drop with a mech going in any direction is not a legal move (well, there is an optional rule in "Tactical Operations" that I'm not using currently). It occurs to me you have jump jets, though so it's a moot point as you can just jump. You're looking at 11+ on the PPC, 10+ on the medium laser. Everything else auto-misses.Isgrimnur wrote:Then we will enter the water going forward. Two to turn, three to enter the water, and one more to face north to engage the chopper.
Sorry if I'm sounding obnoxious, I just want you guys to be aware of what you're getting into.
Your initial plan of lighting up the Saracen was better, you probably just want to adjust your positioning a little bit.
Last edited by NickAragua on Mon Sep 25, 2017 12:40 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
I appreciate the help. While it's frustrating, I've never played before, so I'm learning as I go.
The basic rules state that +2 level change going forward is fine (P8), but changing any levels going backwards is verboten.
The basic rules state that +2 level change going forward is fine (P8), but changing any levels going backwards is verboten.
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Re: Let's Play Together: GM'd Battletech via Megamek
I don't want to be under the chopper, so lets jump to 0411 with a facing change toward 0512 and engage the Saracen.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek
Reading the Total Warfare rules (which is what Megamek is coded for), you're correct about dropping two levels down. Megamek still shows it as illegal for some reason. Not sure why:
Facing change x2 - 2MP
Forward (base 1, down 2 levels +2, entering water +1)
Which adds up to 6, which is your total MP.
Which is great, but then there's a rule that states you can't run in or into water.
Facing change x2 - 2MP
Forward (base 1, down 2 levels +2, entering water +1)
Which adds up to 6, which is your total MP.
Which is great, but then there's a rule that states you can't run in or into water.
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek
Heh, you sure you don't want an AC/2 and some SRMs to the rear arc?Isgrimnur wrote:I don't want to be under the chopper, so lets jump to 0411 with a facing change toward 0512 and engage the Saracen.
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Re: Let's Play Together: GM'd Battletech via Megamek
It's almost as if people are the problem.
- Isgrimnur
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Re: Let's Play Together: GM'd Battletech via Megamek
I do not. Thank you for the kind offer, but I must politely decline.NickAragua wrote:Heh, you sure you don't want an AC/2 and some SRMs to the rear arc?Isgrimnur wrote:I don't want to be under the chopper, so lets jump to 0411 with a facing change toward 0512 and engage the Saracen.
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
How tall are the buildings / turrets again? Can I hit the MG turret from there?NickAragua wrote:No love on the AC/5 turret from 2120 (the top of the hill blocks LOS), but the rest is doable.El Guapo wrote:Feel free to adjust this if there are similar options that make more sense, but what I am thinking is this:NickAragua wrote:Skulker has a single medium laser.
You can get back to 2119, but it'll cost 7 mp (face right x2, forward, face right are one each then forward down hill into woods +3) which means it's a run, which means it's a piloting roll.
(1) Back up one space to 2120 (which I think should block LOS to most of the vehicles other than the Skulker)
(2) Fire my medium lasers at the Skulker
(3) Fire my LRMs and my large laser at the AC/5 turret.
Of course, the tactical value of the Skulker is somewhat questionable, given the mission objectives.
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- gbasden
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Re: Let's Play Together: GM'd Battletech via Megamek
I can't find a layout of my mech - how many of the jumpjets are in the legs? Do I need to walk out of the water, or can I get anywhere with my jets?
- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek
Your mech is pretty well optimized for this situation: heat sinks in legs, jump jets in left and right torso sections. So you can jump to your heart's content.
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- El Guapo
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Re: Let's Play Together: GM'd Battletech via Megamek
One other question - while machine guns are pretty worthless weapons in general, the MG Turret is a significant tactical problem here because of the potential for any weapon hit on a vehicle to disable it, and because it could mow down friendly infantry effectively, right?
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- NickAragua
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Re: Let's Play Together: GM'd Battletech via Megamek
Yeah, it can hit the (potential) objective buildings at 1014 and 1017, so any infantry going in there is at significant risk. The bottom of the building 0719 is actually out of LOS for the MG turret, so that building can be searched without the infantry getting machinegunned (although they'll get shot at by the infantry at 1020).El Guapo wrote:One other question - while machine guns are pretty worthless weapons in general, the MG Turret is a significant tactical problem here because of the potential for any weapon hit on a vehicle to disable it, and because it could mow down friendly infantry effectively, right?
You won't be able to hit the MG turret from 2120, as there's a level 7 hex in the way. It's on the building rooftop at a total of level 3.
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- gbasden
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Re: Let's Play Together: GM'd Battletech via Megamek
Is it possible to jump into the water at 1417, or because there is a road surface there is it effectively land?
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Re: Let's Play Together: GM'd Battletech via Megamek
You can jump into the water, but your mech is not going to be able to clear the bridge. Since it's CF is lower than your mech's weight, the bridge will collapse, causing your mech to go into the drink and damaging it with debris to add insult to injury.
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- gbasden
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Re: Let's Play Together: GM'd Battletech via Megamek
How tall is the building in 1216? I can't read the height. I'm guessing it would block sight to the MG turret from 1716?