Let's Play Together: GMed Battletech via Megamek IV
Moderator: Zaxxon
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Let's Play Together: GMed Battletech via Megamek IV
January 9, 3032
The recovery job for the dropship turns out to be simple. A quick ride at a comfortable 1G acceleration on a rented Leopard to the next planet over. According to Barry the dropship pilot's description and our research, Alpha lance can handle anything Lou's guys throw at us. We've got Gbasden in his (basically rebuilt from scratch) Awesome, Isgrimnur in the Vindicator, El Guapo in the Rifleman and Stefan in his shiny new Dervish. Lt. Scrub comes along as well in her Warhammer. We cram Isgrimnur and Stefan's mechs into one bay while Barry and his pals hang out in the aerospace bays.
The "next planet over" is a mars-like world with extensive "green crystal formations". Which happen to look like trees on satellite scan. "Our" dropship is parked just outside a minor maintenance facility, and we sneak in during a dust storm and kick Lou's guys out. As Barry and his crew work on reactivating the dropship, the dust storm ends and sensors show a reinforced mech lance, two lances of hovercraft and a lance of tanks moving in from the southeast. Alpha lance takes up positions and waits.
This is the battlefield.
The dropship is friendly. It is currently powered down, but the crew is working on getting systems up and running and will keep the OO lance updated on their progress. Mission objectives:
1. Destroy 50% of the enemy force to force a retreat.
OR
2. Protect the dropship for at least 12 turns, then get everyone on board.
Secondary objectives:
1. Prevent damage to dropship. It can take some damage, but if systems get damaged prior to takeoff that's no good.
2. Prevent any infantry from boarding the dropship. At best, the crew will have to take the time to repel them, and they may seize the dropship altogether.
A few notes:
Not a one of those buildings is over 40 CF. Step on it and it'll collapse. You can still go inside the building, but at the usual risk of basement.
The water is frozen, with a CF of 40. Step on it and it'll collapse, putting whatever is on it into the drink.
The OO lance may deploy anywhere on the map, including inside buildings.
Stat blocks and rule reminders to follow.
The recovery job for the dropship turns out to be simple. A quick ride at a comfortable 1G acceleration on a rented Leopard to the next planet over. According to Barry the dropship pilot's description and our research, Alpha lance can handle anything Lou's guys throw at us. We've got Gbasden in his (basically rebuilt from scratch) Awesome, Isgrimnur in the Vindicator, El Guapo in the Rifleman and Stefan in his shiny new Dervish. Lt. Scrub comes along as well in her Warhammer. We cram Isgrimnur and Stefan's mechs into one bay while Barry and his pals hang out in the aerospace bays.
The "next planet over" is a mars-like world with extensive "green crystal formations". Which happen to look like trees on satellite scan. "Our" dropship is parked just outside a minor maintenance facility, and we sneak in during a dust storm and kick Lou's guys out. As Barry and his crew work on reactivating the dropship, the dust storm ends and sensors show a reinforced mech lance, two lances of hovercraft and a lance of tanks moving in from the southeast. Alpha lance takes up positions and waits.
This is the battlefield.
The dropship is friendly. It is currently powered down, but the crew is working on getting systems up and running and will keep the OO lance updated on their progress. Mission objectives:
1. Destroy 50% of the enemy force to force a retreat.
OR
2. Protect the dropship for at least 12 turns, then get everyone on board.
Secondary objectives:
1. Prevent damage to dropship. It can take some damage, but if systems get damaged prior to takeoff that's no good.
2. Prevent any infantry from boarding the dropship. At best, the crew will have to take the time to repel them, and they may seize the dropship altogether.
A few notes:
Not a one of those buildings is over 40 CF. Step on it and it'll collapse. You can still go inside the building, but at the usual risk of basement.
The water is frozen, with a CF of 40. Step on it and it'll collapse, putting whatever is on it into the drink.
The OO lance may deploy anywhere on the map, including inside buildings.
Stat blocks and rule reminders to follow.
Last edited by NickAragua on Sun Apr 15, 2018 11:47 pm, edited 2 times in total.
Black Lives Matter
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GMed Battletech via Megamek IV
A word on some rules:
Target at weapon's
short range: +0
medium range: +2
long range: +4
minimum range: (minimum weapon range - range to target + 1)
e.g. if you're firing a PPC at something 3 hexes away, the to-hit modifier is 3 - 3 + 1
Modifiers for "to-hit" target numbers:
You walked: +1
You ran: +2
You jumped: +3
Target moved:
3-4 spaces: +1
5-6 spaces: +2
7-10 spaces: +3
11-14 spaces: +4
15+ spaces: +5 (there are higher mods, but nobody goes that fast in this scenario)
"Woods" between you and your target (not including your hex):
+1 per light "woods"
+2 per heavy "woods"
if you get a +3 or more modifier from woods on the target, LOS is blocked and you can't shoot at all.
Standing directly behind a height 1 building grants you "partial cover", which is a +1 to the target number and also shots that hit your legs hit the building instead. You can also "hull down" behind a building for another +1 to the target number, but then you have to roll to get up.
-----------------------------
Running on roads and pavement:
If you are leaving a road hex after turning and using running MP (doesn't matter if at start or end of the move), you have to make a PSR to avoid skidding. Skidding means you slide in some direction and possibly fall over.
-----------------------------
As usual, the opfor loses initiative entirely, so they move then you move. Except for a randomly selected enemy each turn if you lose initiative. Then he becomes an "ace" and moves after the OO team.
Target at weapon's
short range: +0
medium range: +2
long range: +4
minimum range: (minimum weapon range - range to target + 1)
e.g. if you're firing a PPC at something 3 hexes away, the to-hit modifier is 3 - 3 + 1
Modifiers for "to-hit" target numbers:
You walked: +1
You ran: +2
You jumped: +3
Target moved:
3-4 spaces: +1
5-6 spaces: +2
7-10 spaces: +3
11-14 spaces: +4
15+ spaces: +5 (there are higher mods, but nobody goes that fast in this scenario)
"Woods" between you and your target (not including your hex):
+1 per light "woods"
+2 per heavy "woods"
if you get a +3 or more modifier from woods on the target, LOS is blocked and you can't shoot at all.
Standing directly behind a height 1 building grants you "partial cover", which is a +1 to the target number and also shots that hit your legs hit the building instead. You can also "hull down" behind a building for another +1 to the target number, but then you have to roll to get up.
-----------------------------
Running on roads and pavement:
If you are leaving a road hex after turning and using running MP (doesn't matter if at start or end of the move), you have to make a PSR to avoid skidding. Skidding means you slide in some direction and possibly fall over.
-----------------------------
As usual, the opfor loses initiative entirely, so they move then you move. Except for a randomly selected enemy each turn if you lose initiative. Then he becomes an "ace" and moves after the OO team.
Last edited by NickAragua on Wed Apr 18, 2018 11:27 am, edited 1 time in total.
Black Lives Matter
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GMed Battletech via Megamek IV
The OO lance:
Cpt. Rayhan "Gbasden" Ashimov
Gunnery/Piloting: 3/3 Gunnery Specialization (Energy)
Awesome AWS-8Q
80 tons
Movement: 3/5
Heat Sinks: 28
Armor: 240 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
PPC - Left Torso/Right Torso/Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
Small Laser - Head - 1 - 3 - 1/2/3
Quirks:
Battle Fist (Left Arm)
PFC An "Isgrimnur" Taalib
Gunnery/Piloting: 3/3, Dodge
Vindicator VND-1R
45 tons
Movement: 4/6/4
Heat Sinks: 16
Armor: 144 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Small Laser - Left Arm - 1 - 3 - 1/2/3
PPC - Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
LRM/5 - Left Torso - 2 - 5 - 7/14/21
Medium Laser - Head - 3 - 5 - 3/6/9
Quirks:
No Torso Twist
PFC Patrick "El Guapo" Allain
Gunnery/Piloting: 3/3, Dodge
Rifleman RFL-3C
60 tons
Movement: 4/6
Heat Sinks: 10
Armor: 208 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
AC/10 x2 - Left Arm, Right ARm - 3 - 10 - 5/10/15
Medium Laser x2 - Left Torso, Right Torso - 3 - 5 - 3/6/9
Quirks:
AA targeting
Hyper-extending Actuators
Pvt. Manny "Stefan Stirzaker" Campos
Gunnery/Piloting: 3/4, Hopping Jack
Trebuchet TBT-5J
50 tons
Movement: 5/8/5
Heat Sinks: 15
Armor: 128 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
LRM/15 - Right Torso - 5 - 15 - 7/14/21
Medium Laser - Left Arm, 2x Right Arm - 3 - 5 - 3/6/9
Lt. Zanthe "Scrub" Pappathanassiou
Gunnery/Piloting: 3/3
Warhammer WHM-6D
70 tons
Movement: 4/6
Heat Sinks: 20
Armor: 217 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Small Laser - Left, Right Torso - 1 - 3 - 1/2/3
PPC - Left, Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
Medium Laser - Left, Right Torso - 3 - 5 - 3/6/9
Quirks:
Stable
An explanation of the quirks and pilot abilities:
Special Pilot Abilities (SPA):
Gunnery Specialization - gives +1 to fire that type of weapon, -1 to fire the other types (energy, ballistic, missile)
Dodge - may forego physical attacks to make all physical attacks against self eat a +2 to the "to hit" number
Hopping Jack - "to hit" target roll when jumping is +2 instead of +3
Quirks:
Battle Fist - -1 "to hit" number when punching with that hand
Hyper-Extending Actuators - may "flip arms" to fire at targets in the rear arc with arm-mounted weapons
AA targeting - -2 "to hit" number against aircraft
Stable - +1 to piloting rolls related to keeping the mech upright
No Torso Twist - may not torso twist at all
Cpt. Rayhan "Gbasden" Ashimov
Gunnery/Piloting: 3/3 Gunnery Specialization (Energy)
Awesome AWS-8Q
80 tons
Movement: 3/5
Heat Sinks: 28
Armor: 240 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
PPC - Left Torso/Right Torso/Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
Small Laser - Head - 1 - 3 - 1/2/3
Quirks:
Battle Fist (Left Arm)
PFC An "Isgrimnur" Taalib
Gunnery/Piloting: 3/3, Dodge
Vindicator VND-1R
45 tons
Movement: 4/6/4
Heat Sinks: 16
Armor: 144 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Small Laser - Left Arm - 1 - 3 - 1/2/3
PPC - Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
LRM/5 - Left Torso - 2 - 5 - 7/14/21
Medium Laser - Head - 3 - 5 - 3/6/9
Quirks:
No Torso Twist
PFC Patrick "El Guapo" Allain
Gunnery/Piloting: 3/3, Dodge
Rifleman RFL-3C
60 tons
Movement: 4/6
Heat Sinks: 10
Armor: 208 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
AC/10 x2 - Left Arm, Right ARm - 3 - 10 - 5/10/15
Medium Laser x2 - Left Torso, Right Torso - 3 - 5 - 3/6/9
Quirks:
AA targeting
Hyper-extending Actuators
Pvt. Manny "Stefan Stirzaker" Campos
Gunnery/Piloting: 3/4, Hopping Jack
Trebuchet TBT-5J
50 tons
Movement: 5/8/5
Heat Sinks: 15
Armor: 128 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
LRM/15 - Right Torso - 5 - 15 - 7/14/21
Medium Laser - Left Arm, 2x Right Arm - 3 - 5 - 3/6/9
Lt. Zanthe "Scrub" Pappathanassiou
Gunnery/Piloting: 3/3
Warhammer WHM-6D
70 tons
Movement: 4/6
Heat Sinks: 20
Armor: 217 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Small Laser - Left, Right Torso - 1 - 3 - 1/2/3
PPC - Left, Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
Medium Laser - Left, Right Torso - 3 - 5 - 3/6/9
Quirks:
Stable
An explanation of the quirks and pilot abilities:
Special Pilot Abilities (SPA):
Gunnery Specialization - gives +1 to fire that type of weapon, -1 to fire the other types (energy, ballistic, missile)
Dodge - may forego physical attacks to make all physical attacks against self eat a +2 to the "to hit" number
Hopping Jack - "to hit" target roll when jumping is +2 instead of +3
Quirks:
Battle Fist - -1 "to hit" number when punching with that hand
Hyper-Extending Actuators - may "flip arms" to fire at targets in the rear arc with arm-mounted weapons
AA targeting - -2 "to hit" number against aircraft
Stable - +1 to piloting rolls related to keeping the mech upright
No Torso Twist - may not torso twist at all
Last edited by NickAragua on Fri Apr 20, 2018 11:00 pm, edited 2 times in total.
Black Lives Matter
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GMed Battletech via Megamek IV
Opfor:
Hunter Light Support Tank (Standard)
Movement: 5/8 (Tracked)
Armor: 96
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
LRM/10 - Front - 0 - 10 - 7/14/21 (minimum range 6)
Medium Laser - Front x2- 0 - 5 - 3/6/9
Machine Gun - 2x Left Side, Right Side - 0 - 1 - 1/2/3
Flamer - Rear - 0 - 2 - 1/2/3
Galleon Light Tank GAL-100
Movement: 6/9 (Tracked)
Armor: 56
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser - Turret - 0 - 5 - 3/6/9
Small Laser x2 - Left, Right Side - 0 - 3 - 1/2/3
Scorpion Light Tank (Standard) (x2, 1 with minor right side damage)
Movement: 4/6 (tracked)
Armor: 64
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Machine Gun - Turret - 0 - 1 - 1/2/3
AC/5 - Turret - 0 - 5 - 6/12/18 (minimum range 3)
Wasp x2
20 tons
Movement: 6/9/6
Heat Sinks: 10
Armor: 48 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser - Right Arm - 3 - 5 - 3/6/9
SRM/2 - Left Leg - 2 - 4 (2x2) - 3/6/9
Pegasus Scout Hover Tank (Standard)
Movement: 8/12 (hover)
Armor: 104
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser - Turret - 0 - 5 - 3/6/9
SRM/6 x3 - Turret - 0 - 12 (6x2) - 3/6/9
Saladin Assault Hover Tank (Standard) x2
Movement: 8/12 (hover)
Armor: 32
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
AC/20 - Front - 0 - 20 - 3/6/9
Scimitar Medium Hover Tank (Standard) x2
Movement: 8/12 (hover)
Armor: 96
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
SRM/2 x2 - Turret - 0 - 4 (2x2) - 3/6/9
AC/5 - Turret - 0 - 5 - 6/12/18 (minimum range 3)
Griffin GRF-1N
55 tons
Movement: 5/8/5
Heat Sinks: 12
Armor: 152 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
PPC - Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
LRM/10 - Right Torso - 4 - 10 (2x5) - 7/14/21 (minimum range 7)
Stinger STG-3R
20 tons
Movement: 6/9/6
Heat Sinks: 10
Armor: 48 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser - Right Arm - 3 - 5 - 3/6/9
Machine Gun - Left Arm, Right Arm - 0 - 1 - 1/2/3
Harasser Missile Platform
Movement: 10/15 Hover
Armor: 24 points
SRM/6 x2 - Turret - 0 - 12 (6x2) - 3/6/9
Hover APC (SRM)
Movement: 10/15 Hover
Armor: 24 points
SRM/2 - Front - 0 - 4 (2x2) - 3/6/9
Carries 2x infantry squads
Javelin JV10-N
30 tons
Movement: 6/9/6
Heat Sinks: 10
Armor: 64 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
SRM/6 x2 - Left Torso, Right Torso - 3 - 12 (6x2) - 3/6/9
Hunter Light Support Tank (Standard)
Movement: 5/8 (Tracked)
Armor: 96
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
LRM/10 - Front - 0 - 10 - 7/14/21 (minimum range 6)
Medium Laser - Front x2- 0 - 5 - 3/6/9
Machine Gun - 2x Left Side, Right Side - 0 - 1 - 1/2/3
Flamer - Rear - 0 - 2 - 1/2/3
Galleon Light Tank GAL-100
Movement: 6/9 (Tracked)
Armor: 56
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser - Turret - 0 - 5 - 3/6/9
Small Laser x2 - Left, Right Side - 0 - 3 - 1/2/3
Scorpion Light Tank (Standard) (x2, 1 with minor right side damage)
Movement: 4/6 (tracked)
Armor: 64
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Machine Gun - Turret - 0 - 1 - 1/2/3
AC/5 - Turret - 0 - 5 - 6/12/18 (minimum range 3)
Wasp x2
20 tons
Movement: 6/9/6
Heat Sinks: 10
Armor: 48 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser - Right Arm - 3 - 5 - 3/6/9
SRM/2 - Left Leg - 2 - 4 (2x2) - 3/6/9
Pegasus Scout Hover Tank (Standard)
Movement: 8/12 (hover)
Armor: 104
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser - Turret - 0 - 5 - 3/6/9
SRM/6 x3 - Turret - 0 - 12 (6x2) - 3/6/9
Saladin Assault Hover Tank (Standard) x2
Movement: 8/12 (hover)
Armor: 32
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
AC/20 - Front - 0 - 20 - 3/6/9
Scimitar Medium Hover Tank (Standard) x2
Movement: 8/12 (hover)
Armor: 96
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
SRM/2 x2 - Turret - 0 - 4 (2x2) - 3/6/9
AC/5 - Turret - 0 - 5 - 6/12/18 (minimum range 3)
Griffin GRF-1N
55 tons
Movement: 5/8/5
Heat Sinks: 12
Armor: 152 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
PPC - Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
LRM/10 - Right Torso - 4 - 10 (2x5) - 7/14/21 (minimum range 7)
Stinger STG-3R
20 tons
Movement: 6/9/6
Heat Sinks: 10
Armor: 48 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
Medium Laser - Right Arm - 3 - 5 - 3/6/9
Machine Gun - Left Arm, Right Arm - 0 - 1 - 1/2/3
Harasser Missile Platform
Movement: 10/15 Hover
Armor: 24 points
SRM/6 x2 - Turret - 0 - 12 (6x2) - 3/6/9
Hover APC (SRM)
Movement: 10/15 Hover
Armor: 24 points
SRM/2 - Front - 0 - 4 (2x2) - 3/6/9
Carries 2x infantry squads
Javelin JV10-N
30 tons
Movement: 6/9/6
Heat Sinks: 10
Armor: 64 points
Weapons: (Name - Location - Heat - Damage - Range Brackets Short/Medium/Long)
SRM/6 x2 - Left Torso, Right Torso - 3 - 12 (6x2) - 3/6/9
Last edited by NickAragua on Thu Apr 19, 2018 7:05 pm, edited 2 times in total.
Black Lives Matter
- Isgrimnur
- Posts: 84851
- Joined: Sun Oct 15, 2006 12:29 am
- Location: Chookity pok
- Contact:
Re: Let's Play Together: GMed Battletech via Megamek IV
2513 facing NE, please.
It's almost as if people are the problem.
- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GMed Battletech via Megamek IV
I'll go with 1921, facing SE.
edit: changed my starting hex.
edit: changed my starting hex.
Last edited by El Guapo on Mon Apr 16, 2018 6:14 pm, edited 2 times in total.
Black Lives Matter.
- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GMed Battletech via Megamek IV
In general I figure that the best strategy is to use the buildings to the east/southeast of the dropship as cover, and focus fire to the south and southeast as the crowd approaches.
Black Lives Matter.
-
- Posts: 1139
- Joined: Wed Nov 03, 2004 6:12 pm
- Location: Australia
Re: Let's Play Together: GMed Battletech via Megamek IV
If I go 2719 facing east, with the trees they should give me protection from the fire, but can I still fire my LRMs without penalty?
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GMed Battletech via Megamek IV
They'll mostly block LOS for everyone, but if you want to fire LRMs indirectly, someone will have to spot for you (the general rule is you use the spotter's range and movement modifier rather than yours and also take a -1 indirect fire penalty). If you want to use indirect fire, I'll be happy to run the rules down for you in more detail.
Black Lives Matter
- gbasden
- Posts: 7858
- Joined: Wed Oct 13, 2004 1:57 am
- Location: Sacramento, CA
Re: Let's Play Together: GMed Battletech via Megamek IV
I'll take 2124 facing SE.
-
- Posts: 1139
- Joined: Wed Nov 03, 2004 6:12 pm
- Location: Australia
Re: Let's Play Together: GMed Battletech via Megamek IV
That's fine, will try it and see how it goes, I think I'll only be there one round anyhow
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GMed Battletech via Megamek IV
The enemy force advances. A couple of units run over the ice - a few cracks form but they're light-weight enough that the ice doesn't collapse. The hovercraft rev up and charge forward for their attack runs while the mechs advance mostly down the middle, except for two flankers.
Joke's on them, though, Lt. Scrub's Warhammer is flanking them already.
The dropship is the big circular thing taking up 1012 and the hexes around it.
Joke's on them, though, Lt. Scrub's Warhammer is flanking them already.
The dropship is the big circular thing taking up 1012 and the hexes around it.
Black Lives Matter
- Isgrimnur
- Posts: 84851
- Joined: Sun Oct 15, 2006 12:29 am
- Location: Chookity pok
- Contact:
Re: Let's Play Together: GMed Battletech via Megamek IV
I’m going to hold position and wait for an opening
It's almost as if people are the problem.
-
- Posts: 1139
- Joined: Wed Nov 03, 2004 6:12 pm
- Location: Australia
Re: Let's Play Together: GMed Battletech via Megamek IV
Jump to 3219 and fire Lasers at 3418, get rid of that AC/20. Kick at 3319 if possible
- gbasden
- Posts: 7858
- Joined: Wed Oct 13, 2004 1:57 am
- Location: Sacramento, CA
Re: Let's Play Together: GMed Battletech via Megamek IV
I'll shoot at the Galleon in 2628
- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GMed Battletech via Megamek IV
Does that Hunter tank in 2830 have an LRM10 (as the map seems to indicate) or an LRM20 (as the opfor list seems to indicate)?
Also, what is the to-hit modifier for short/medium/long range? I want to say 0/+2/+4?
Also, what is the to-hit modifier for short/medium/long range? I want to say 0/+2/+4?
Black Lives Matter.
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GMed Battletech via Megamek IV
Right, the Hunter has a single LRM/10 and two medium lasers, all front mounted, and also 2x machine guns on each side plus the requisite "speed booster" rear facing flamer.
Range modifiers are +0/+2/+4, and also some weapons (such as PPCs and LRMs) have a minimum range (none of the Rifleman's weapons do though). I'll update the relevant posts.
Range modifiers are +0/+2/+4, and also some weapons (such as PPCs and LRMs) have a minimum range (none of the Rifleman's weapons do though). I'll update the relevant posts.
Black Lives Matter
- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GMed Battletech via Megamek IV
I'm going to move to 2021. Looks like it's 10 spaces from there to the Galleon in 2628, so I'll fire my AC10s at it, which should have a target number of:
Gunnery (3) + medium range (2) + I walked (1) + target movement modifier (3) = 9
Is that right? Also, is (3) my current gunnery, after my recent level up?
Let me know if I'm missing anything. If I am, feel free to change it to something more sensible in order to keep the game moving.
Gunnery (3) + medium range (2) + I walked (1) + target movement modifier (3) = 9
Is that right? Also, is (3) my current gunnery, after my recent level up?
Let me know if I'm missing anything. If I am, feel free to change it to something more sensible in order to keep the game moving.
Black Lives Matter.
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GMed Battletech via Megamek IV
Stefan jumps out to engage the Saladins and supporting hovercraft. As he completes his jump he feels a little exposed and lands short, only hitting his target with one laser, causing minor damage to one of the turbo fans. His target retaliates with an AC/20 burst, peeling off all the armor off the right torso and wrecking the LRM/15 launcher. The nearby Pegasus follows up with a double SRM salvo, blasting the right torso off entirely and sending the arm spinning. Stefan barely manages to keep his mech from falling to the ground entirely and takes a knee.
Lt. Scrub lines up the approaching Jenner and nails it in the right torso with a PPC, easily breaking through the armor and zapping off a jump jet.
While Isgrimnur waits, the dropship crew take a couple of seconds to feed him telemetry data, and he lets off a couple of LRMs at the approaching Jenner, scoring a hit on the left arm and damaging the shoulder actuator.
El Guapo and Gbasden whiff what should have been easy shots on the Galleon, missing all but one AC/10 burst, which peels most of the armor off the front of the hovertank. El Guapo takes a couple of LRMs from the Hunter, but it's not nearly as bad as an LRM/20 salvo would have been.
Raw firing, heat data:
The enemy hovercraft zip right by Alpha lance's positions, swarming around the depot toward the dropship, while the mech lance advances down the center. The Saladin that Stefan targeted loses control a bit and has to slow down to avoid plowing into a tree. The rest of its buddies consider Stefan crippled and ignore him as they plow forward.
"Alpha Five to dropship. You've got hovercraft closing fast around the north and south end of the depot. Don't think we can stop them." Lt. Scrub informs the dropship. "Don't suppose you boys can fire up some of those guns?"
"It'll take time away from starting the engines, but we can do it."
[mechanical notes:]
El Guapo, your gunnery is actually at 2. I hacked the save game already but forgot to update the stat block. The Galleon was your best shot. I actually thought it was overkill, but turns out Alpha lance's luck came out crap.
Stefan: Getting up from a "Hull down" requires 2 MP. Also, you cannot use jump jets this turn. Finally, since you're 'crippled', you'll be ignored by enemy units unless you fire on them.
Choice time: the dropship can power up its guns, but every turn it fires means the departure time is delayed by a turn. It's equipped with a broad array of PPCs, LRMs and lasers and the crew will use their own discretion in terms of target choice. Deciding whether to fire dropship guns will be done by majority vote.
[/mechanical notes]
Lt. Scrub lines up the approaching Jenner and nails it in the right torso with a PPC, easily breaking through the armor and zapping off a jump jet.
While Isgrimnur waits, the dropship crew take a couple of seconds to feed him telemetry data, and he lets off a couple of LRMs at the approaching Jenner, scoring a hit on the left arm and damaging the shoulder actuator.
El Guapo and Gbasden whiff what should have been easy shots on the Galleon, missing all but one AC/10 burst, which peels most of the armor off the front of the hovertank. El Guapo takes a couple of LRMs from the Hunter, but it's not nearly as bad as an LRM/20 salvo would have been.
Raw firing, heat data:
Spoiler:
The enemy hovercraft zip right by Alpha lance's positions, swarming around the depot toward the dropship, while the mech lance advances down the center. The Saladin that Stefan targeted loses control a bit and has to slow down to avoid plowing into a tree. The rest of its buddies consider Stefan crippled and ignore him as they plow forward.
"Alpha Five to dropship. You've got hovercraft closing fast around the north and south end of the depot. Don't think we can stop them." Lt. Scrub informs the dropship. "Don't suppose you boys can fire up some of those guns?"
"It'll take time away from starting the engines, but we can do it."
[mechanical notes:]
El Guapo, your gunnery is actually at 2. I hacked the save game already but forgot to update the stat block. The Galleon was your best shot. I actually thought it was overkill, but turns out Alpha lance's luck came out crap.
Stefan: Getting up from a "Hull down" requires 2 MP. Also, you cannot use jump jets this turn. Finally, since you're 'crippled', you'll be ignored by enemy units unless you fire on them.
Choice time: the dropship can power up its guns, but every turn it fires means the departure time is delayed by a turn. It's equipped with a broad array of PPCs, LRMs and lasers and the crew will use their own discretion in terms of target choice. Deciding whether to fire dropship guns will be done by majority vote.
[/mechanical notes]
Black Lives Matter
- Isgrimnur
- Posts: 84851
- Joined: Sun Oct 15, 2006 12:29 am
- Location: Chookity pok
- Contact:
Re: Let's Play Together: GMed Battletech via Megamek IV
Rotate me to a North facing:
Lasers into the bug at 2512.
PPC and LRMs into the back of the Jenner.Small Laser - Left Arm - 1 - 3 - 1/2/3
PPC - Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
LRM/5 - Left Torso - 2 - 5 - 7/14/21
Medium Laser - Head - 3 - 5 - 3/6/9
Lasers into the bug at 2512.
It's almost as if people are the problem.
-
- Posts: 1139
- Joined: Wed Nov 03, 2004 6:12 pm
- Location: Australia
Re: Let's Play Together: GMed Battletech via Megamek IV
Here I thought I was being bold and clever and getting a good shot in early
I'll stand up and limp to 2918 and i'll work out next turn what to do.
I think we need the firing of the drop ship. Thoughts others?
I'll stand up and limp to 2918 and i'll work out next turn what to do.
I think we need the firing of the drop ship. Thoughts others?
- Isgrimnur
- Posts: 84851
- Joined: Sun Oct 15, 2006 12:29 am
- Location: Chookity pok
- Contact:
Re: Let's Play Together: GMed Battletech via Megamek IV
Agreed. Reduction in enemy capacity is going to outweigh takeoff speed, especially if we have to get on board.
It's almost as if people are the problem.
- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GMed Battletech via Megamek IV
Yeah, definite yes on powering up the dropship's weapons.
I'll back up to 1919, and fire on the APC in 1922. I guess fire everything - how many AC10 shots do I have?
I'll back up to 1919, and fire on the APC in 1922. I guess fire everything - how many AC10 shots do I have?
Black Lives Matter.
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
- gbasden
- Posts: 7858
- Joined: Wed Oct 13, 2004 1:57 am
- Location: Sacramento, CA
Re: Let's Play Together: GMed Battletech via Megamek IV
Yes, weapons hot on the dropship.
I'll turn around, fire on the APC and melee the Saladin.
I'll turn around, fire on the APC and melee the Saladin.
- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GMed Battletech via Megamek IV
That's 18 total, not 18 per AC/10, right? So 9 rounds of firing if I fire both every round?
Is firing both at the APC (along with the medium lasers) overkill? I think not, since it has 24 armor, and it's important to keep infantry out of the dropship if possible - does that make sense?
Black Lives Matter.
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GMed Battletech via Megamek IV
You can fire a total of 18 AC/10 shots. So yeah, 9 rounds of firing both or 18 rounds of firing just one.
The APC has 24 armor overall, but it's spread out across four locations. So, we're actually looking at about 6 armor per side, meaning a single AC/10 shot breaches it (and I believe, evaporates the internal structure). But, of course, not every shot hits.
Historically speaking, I've only had your Riflemen run out of ammo once so far in similar-sized engagements.
The APC has 24 armor overall, but it's spread out across four locations. So, we're actually looking at about 6 armor per side, meaning a single AC/10 shot breaches it (and I believe, evaporates the internal structure). But, of course, not every shot hits.
Historically speaking, I've only had your Riflemen run out of ammo once so far in similar-sized engagements.
Black Lives Matter
- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GMed Battletech via Megamek IV
Ok, so, just noticed that gbasden is firing three PPCs at the APC. So, probably excessive for me to unload on it too.
Given that, instead I will back up to 1920 and fire the AC/10s at the Galleon in 1724 instead. That should be: 2 (gunnery) + 3 (target movement) +1 (walking) = 6. I guess also fire the medium lasers as well (which should be target 8 since that's medium range).
For future reference, what is the to hit penalty for firing at a secondary target in the same round?
Given that, instead I will back up to 1920 and fire the AC/10s at the Galleon in 1724 instead. That should be: 2 (gunnery) + 3 (target movement) +1 (walking) = 6. I guess also fire the medium lasers as well (which should be target 8 since that's medium range).
For future reference, what is the to hit penalty for firing at a secondary target in the same round?
Black Lives Matter.
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GMed Battletech via Megamek IV
+1 to shoot at a secondary target
Black Lives Matter
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GMed Battletech via Megamek IV
Should have shot the APC.
Gbasden, with an eye for avoiding rear shots, turns around and fires at the APC. Just as he's about to press the trigger, a burst from the Saladin's AC/20 to the center torso knocks off his aim and the stupid little hovercraft stops just short, while all three PPCs whiff. Later on, the techs idly wonder what exactly caused that monitor in front of the pilot seat to crack. He snaps off a small laser shot on the Saladin as retaliation, stunning the crew, then smashes half the tank into the ground with a foot, rendering it immobile.
El Guapo takes a hit to the dome from the Hunter's LRMs, which throws his aim off so he only gets half of his weapons on the Galleon, ripping most armor off the right side and the rear. Luckily, the Union's weapons power up, and a trio of lasers converges on the Galleon as well, skewering it.
Isgrimnur targets the trailing Scimitar instead, as it's moving less erratically and is an easier shot. The damage to the Jenner's left shoulder renders it uwilling to fire half its lasers, so it only flips one arm backwards to shoot. Isgrimnur's PPC and LRMs go wide of the Jenner, but his lasers pop the Scimitar's hover skirt, settling it down for the count. The Union, though, lands a PPC and a bunch of LRMs on the left torso and arm, destroying actuators and jump jets. He follows up with a boot to the other Scimitar, knocking off a fan and causing it to swerve and drag itself along the ground before the other fans sputter out.
As Stefan gets up, he looks at the damage indicators and notes that, since the right arm is on the ground about 90 meters back, two of the medium lasers are out as well. So, down to one medium laser. Other than the right torso being completely gone, everything else is reading green.
Lt. Scrub in the Warhammer takes advantage of the Saladin having to slow down to blow it away with PPCs. Her mech's heat levels spike, but she's fine as long as the targeting reticle doesn't start to "float".
The dropship takes a little damage, but nothing breaches armor.
Raw firing, heat data:
The Jenner, having taken critical damage, turns around and zips off. With almost no armor to speak of in the torso and severe internal damage, it putters away to the northeast.
The hover APC zips by our mechs and halts briefly just outside the dropship to let out a squad of infantry.
"Enemy infantry attempting to board! All crew prepare to repel!" You hear over the comms. Sounds like the guns won't be firing this turn.
Gbasden, with an eye for avoiding rear shots, turns around and fires at the APC. Just as he's about to press the trigger, a burst from the Saladin's AC/20 to the center torso knocks off his aim and the stupid little hovercraft stops just short, while all three PPCs whiff. Later on, the techs idly wonder what exactly caused that monitor in front of the pilot seat to crack. He snaps off a small laser shot on the Saladin as retaliation, stunning the crew, then smashes half the tank into the ground with a foot, rendering it immobile.
El Guapo takes a hit to the dome from the Hunter's LRMs, which throws his aim off so he only gets half of his weapons on the Galleon, ripping most armor off the right side and the rear. Luckily, the Union's weapons power up, and a trio of lasers converges on the Galleon as well, skewering it.
Isgrimnur targets the trailing Scimitar instead, as it's moving less erratically and is an easier shot. The damage to the Jenner's left shoulder renders it uwilling to fire half its lasers, so it only flips one arm backwards to shoot. Isgrimnur's PPC and LRMs go wide of the Jenner, but his lasers pop the Scimitar's hover skirt, settling it down for the count. The Union, though, lands a PPC and a bunch of LRMs on the left torso and arm, destroying actuators and jump jets. He follows up with a boot to the other Scimitar, knocking off a fan and causing it to swerve and drag itself along the ground before the other fans sputter out.
As Stefan gets up, he looks at the damage indicators and notes that, since the right arm is on the ground about 90 meters back, two of the medium lasers are out as well. So, down to one medium laser. Other than the right torso being completely gone, everything else is reading green.
Lt. Scrub in the Warhammer takes advantage of the Saladin having to slow down to blow it away with PPCs. Her mech's heat levels spike, but she's fine as long as the targeting reticle doesn't start to "float".
The dropship takes a little damage, but nothing breaches armor.
Raw firing, heat data:
Spoiler:
The Jenner, having taken critical damage, turns around and zips off. With almost no armor to speak of in the torso and severe internal damage, it putters away to the northeast.
The hover APC zips by our mechs and halts briefly just outside the dropship to let out a squad of infantry.
"Enemy infantry attempting to board! All crew prepare to repel!" You hear over the comms. Sounds like the guns won't be firing this turn.
Black Lives Matter
- Isgrimnur
- Posts: 84851
- Joined: Sun Oct 15, 2006 12:29 am
- Location: Chookity pok
- Contact:
Re: Let's Play Together: GMed Battletech via Megamek IV
I don't see a Javelin in the OpFor.
Do I need to worry about the Scimitars, or are they going to sit things out?
Do I need to worry about the Scimitars, or are they going to sit things out?
It's almost as if people are the problem.
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GMed Battletech via Megamek IV
My bad. Added to the list. It's a 6/9/6 30-tonner with two SRM/6 launchers in the torso sections.
The Scimitars have their hatches popped open and you can see crew members scrambling out, although the turrets are still tracking you (but not firing).
The Scimitars have their hatches popped open and you can see crew members scrambling out, although the turrets are still tracking you (but not firing).
Black Lives Matter
- Isgrimnur
- Posts: 84851
- Joined: Sun Oct 15, 2006 12:29 am
- Location: Chookity pok
- Contact:
Re: Let's Play Together: GMed Battletech via Megamek IV
Jump to 2210 with a S facing.
PPC to the Pegasus at 1607. Lasers at the Javelin. And if it has a snowball's chance in hell of working, LRMs at the APC at 1014.Small Laser - Left Arm - 1 - 3 - 1/2/3
PPC - Right Arm - 10 - 10 - 6/12/18 (minimum range 3)
LRM/5 - Left Torso - 2 - 5 - 7/14/21
Medium Laser - Head - 3 - 5 - 3/6/9
It's almost as if people are the problem.
- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GMed Battletech via Megamek IV
Whoops! Man that APC is fast. How much of a problem is that infantry? Like, what roughly speaking are the odds that the crew can fight them off?
Black Lives Matter.
- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GMed Battletech via Megamek IV
I'll walk to 1819. Fire AC10s at the Harrasser in 0818, which should be: 2 + 4 (target movement) +1 walking = 7. Wait, two 'forest' hexes in between makes that a 9, right? Probably still worth it.
What's the deal with firing at infantry with, say, AC10s and medium lasers? It seems like it's generally wildly ineffective, like killing one dude on a hit, right?
What's the deal with firing at infantry with, say, AC10s and medium lasers? It seems like it's generally wildly ineffective, like killing one dude on a hit, right?
Black Lives Matter.
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GMed Battletech via Megamek IV
Because there apparently are rules for boarding actions ("Tactical Operations", page 205), I don't have to "wing it".
From the looks of it, repelling one squad can be done at slightly better than even odds. Odds of repelling the second squad as well (the APC carries two) are much worse.
Firing autocannons at infantry divides the damage by 10, but then you multiply it by 2 because they're "in the open". So, two damage per shot. Killing 4/7 guys in that squad would drastically increase the odds of the dropship crew successfully fighting them off.
From the looks of it, repelling one squad can be done at slightly better than even odds. Odds of repelling the second squad as well (the APC carries two) are much worse.
Firing autocannons at infantry divides the damage by 10, but then you multiply it by 2 because they're "in the open". So, two damage per shot. Killing 4/7 guys in that squad would drastically increase the odds of the dropship crew successfully fighting them off.
Black Lives Matter
- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GMed Battletech via Megamek IV
So I take it that the APC will unload a second squad after this turn? If I incinerate the APC, does the squad die with it?
Anyway, I'll move to 1919 and fire at the APC / Squad with everything as seems best.
Anyway, I'll move to 1919 and fire at the APC / Squad with everything as seems best.
Black Lives Matter.
- NickAragua
- Posts: 6164
- Joined: Mon Feb 23, 2009 5:20 pm
- Location: Boston, MA
Re: Let's Play Together: GMed Battletech via Megamek IV
Correct. The short answer to "does the infantry in the transport get blown up if the transport gets blown up" is "unlikely, but possible". You may get a crit that hits the "cargo compartment", which will kill some of the squad, a "fuel tank explosion" or an "ammo explosion" which will kill all of them.
Also, next turn, the squad that's out right now will technically board the dropship, but, due to game engine limitations, will still show up on the map.
Also, next turn, the squad that's out right now will technically board the dropship, but, due to game engine limitations, will still show up on the map.
Black Lives Matter
-
- Posts: 1139
- Joined: Wed Nov 03, 2004 6:12 pm
- Location: Australia
Re: Let's Play Together: GMed Battletech via Megamek IV
So I've got two choices, move to 2813 and use the Medium laser remaining on the Pegasus Scout, I "should" be safe from any fire as nothing has LOS on me.
Or I leave the field.
Or I leave the field.
- El Guapo
- Posts: 42010
- Joined: Sat Jul 09, 2005 4:01 pm
- Location: Boston
Re: Let's Play Together: GMed Battletech via Megamek IV
What are the odds of a crit on a vehicle? And on a crit, what are the odds of hitting the cargo component, fuel tank, or ammo compartment?NickAragua wrote: ↑Fri Apr 20, 2018 12:45 am Correct. The short answer to "does the infantry in the transport get blown up if the transport gets blown up" is "unlikely, but possible". You may get a crit that hits the "cargo compartment", which will kill some of the squad, a "fuel tank explosion" or an "ammo explosion" which will kill all of them.
Also, next turn, the squad that's out right now will technically board the dropship, but, due to game engine limitations, will still show up on the map.
Anyway, I'll unload everything on the infantry squad.
Black Lives Matter.