Let's Play Together: GM'd Battletech via Megamek VI

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Isgrimnur
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Isgrimnur »

El Guapo wrote: Wed Aug 08, 2018 9:41 am I'm confused about something. Our reinforcements are coming from the west. So why would it matter if an enemy unit reached the western edge of the board in turns 3 or 4 (or 5)? They wouldn't escape, they'd just be running into our reinforcements.
Yeah, no...
Beta-One and Gamma-One report that they will be arriving to block the north end of the battlefield within a minute, but there's an enemy assault lance with a lighter screening element closing in, presumably to try to spring this force loose.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Isgrimnur »

5406, Manticore.
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by El Guapo »

Isgrimnur wrote: Wed Aug 08, 2018 10:03 am
El Guapo wrote: Wed Aug 08, 2018 9:41 am I'm confused about something. Our reinforcements are coming from the west. So why would it matter if an enemy unit reached the western edge of the board in turns 3 or 4 (or 5)? They wouldn't escape, they'd just be running into our reinforcements.
Yeah, no...
Beta-One and Gamma-One report that they will be arriving to block the north end of the battlefield within a minute, but there's an enemy assault lance with a lighter screening element closing in, presumably to try to spring this force loose.
But...
NickAragua wrote: Fri Aug 03, 2018 5:22 pm
Beta-One and Gamma-One will arrive on turns 5 and 6 respectively, deploying within three hexes of the west edge.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Isgrimnur »

:oops:
It's almost as if people are the problem.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by El Guapo »

Maybe it's like some Zen thing. "To block from the north, you must arrive from the west..."
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

That'd be me goofing. The reinforcements (both ours and theirs) are coming from the west.

However, their units are much faster than our reinforcements, so they'll be able to get away once they clear the battlefield.

The good news is that you only really have to take down two of the enemy mechs (in addition to the tanks) to meet the scenario objectives.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

Round 3:
El Guapo scores a solid hit on the Manticore's rear quarter with one of the AC/10 bursts, stripping a lot of armor off. Stefan then runs up through the woods and delivers a triple laser blast to the tank's left side. One of the laser beams goes through a weakness exposed in the armor from earlier damage and the vehicle stops, billowing black smoke as the engine sputters out. The crew can't clamber out fast enough. So much for screening.

Return fire from the opfor is ineffective, with a PPC flying over Isgrimnur's head, while LRMs from the enemy Trebuchet to the west impact the ground around our attached CO.

[The Warhammer came up one hex short of the "short" goal]

Raw data:
Spoiler:
Weapon Attack Phase
-------------------

Weapons fire for Vedette Medium Tank (AC2) (Ronin)
    AC/2 at Trebuchet TBT-5J (1st Octopus Overlords); needs 8, rolls 7 : misses

        Checking for accidental fire; needs 3 or below, rolls 6 : no fire..

    SRM 2 at Trebuchet TBT-5J (1st Octopus Overlords); needs 12, rolls 9 : misses


Weapons fire for Manticore Heavy Tank (Standard) (Ronin)
    PPC at Hatchetman HCT-3F (1st Octopus Overlords); needs 10, rolls 6 : misses


    SRM 6 at Shadow Hawk SHD-2H (1st Octopus Overlords); needs 10, rolls 5 : misses


    LRM 10 at Hatchetman HCT-3F (1st Octopus Overlords); needs 10, rolls 9 : misses


Weapons fire for Rifleman RFL-3C (1st Octopus Overlords)
    AC/10 at Manticore Heavy Tank (Standard) (Ronin); needs 10, rolls 4 : misses


    AC/10 at Manticore Heavy Tank (Standard) (Ronin); needs 10, rolls 11 : hits (using Rear table) RR
        Manticore Heavy Tank (Standard) (Ronin) takes 10 damage to RR.
            12 Armor remaining.


Weapons fire for Hatchetman HCT-3F (1st Octopus Overlords)
    AC/10 at Manticore Heavy Tank (Standard) (Ronin); needs 8, rolls 7 : misses


    Medium Laser at Manticore Heavy Tank (Standard) (Ronin); needs 10, rolls 7 : misses


    Medium Laser at Manticore Heavy Tank (Standard) (Ronin); needs 10, rolls 9 : misses


Weapons fire for Trebuchet TBT-5J (1st Octopus Overlords)
    Medium Laser at Manticore Heavy Tank (Standard) (Ronin); needs 7, rolls 7 : hits (using Left Side table) LS
        Manticore Heavy Tank (Standard) (Ronin) takes 5 damage to LS.
            28 Armor remaining.
            Chance for motive system damage. Roll is 8; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.


    Medium Laser at Manticore Heavy Tank (Standard) (Ronin); needs 7, rolls 7 : hits (using Left Side table) LS (critical)
        Manticore Heavy Tank (Standard) (Ronin) takes 5 damage to LS (critical).
            23 Armor remaining.
            Critical hit on LS. Roll is 9; Engine destroyed. Immobile.


    Medium Laser at Manticore Heavy Tank (Standard) (Ronin); needs 7, rolls 4 : misses


Weapons fire for Trebuchet TBT-5N (Ronin)
    LRM 15 at Shadow Hawk SHD-2H (1st Octopus Overlords); needs 12, rolls 7 : misses


Weapons fire for Shadow Hawk SHD-2H (1st Octopus Overlords)
    Medium Laser at Manticore Heavy Tank (Standard) (Ronin); needs 7, rolls 6 : misses


    SRM 2 at Manticore Heavy Tank (Standard) (Ronin); needs 7, rolls 4 : misses


    AC/5 at Manticore Heavy Tank (Standard) (Ronin); needs 10, rolls 8 : misses


    LRM 5 at Vedette Medium Tank (AC2) (Ronin); needs 11, rolls 7 : misses
Battlefield status:
Spoiler:
Enlarge Image
The lighter enemy units pour on the speed, looking to blow past our reinforcements with a minimum of exposure (Gamma lance will probably have about ten seconds/one turn of engagement time with the Phoenix Hawk and the Vulcan). The Quickdraw consolidates with the enemy mediums in the rear of their formation. I'm sure it's all about staying with your team and has nothing to do with the fact that there's a lake in the way of a straight run out of here.

[Details]
Every enemy unit has a +3 movement modifier, except the Quickdraw, which has a +2.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by El Guapo »

Don't think either the Rifleman or the Warhammer can get within long weapons range of any (mobile) enemy while running, so they'll both sprint - Rifleman to 4707, Warhammer to 5306.

Not totally sure that either unit will be able to catch up to anyone in time, regardless, but we'll see I suppose.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Isgrimnur »

4907, SW.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Stefan Stirzaker »

3608 but wont be able to fire
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

Stefan Stirzaker wrote: Wed Aug 08, 2018 4:59 pm 3608 but wont be able to fire
Or, uh, get there. Your mech has 5 walk MP, 8 run MP. Sprinting gets you 10 MP.

Remember that each time you rotate your mech one hex side, that's an MP as well. So, for example, going to 4606 to 3909 is 1 forward, 1 left turn, 6 forward, for a total of 8 MP. Moving to 3608 will take 12 MP.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Stefan Stirzaker »

Crap sorry. Will recompute
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Stefan Stirzaker »

3710 sprinting pls
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

Round 7:
Stefan sprints to catch up with the enemy units, who turn around and fire a large amount of ordnance his way. A few LRMs and SRMs hit, sandpapering armor, but doing no real damage.

Raw Data:
Spoiler:
Weapon Attack Phase
-------------------

Weapons fire for Vedette Medium Tank (AC2) (Ronin)
    AC/2 at Trebuchet TBT-5J (1st Octopus Overlords); needs 6, rolls 5 : misses


    SRM 2 at Trebuchet TBT-5J (1st Octopus Overlords); needs 8, rolls 9 : 1 missile(s) hit.

        Trebuchet TBT-5J (1st Octopus Overlords) takes 2 damage to LT.
            11 Armor remaining.


Weapons fire for Griffin GRF-1N (Ronin)
    LRM 10 at Trebuchet TBT-5J (1st Octopus Overlords); needs 10, rolls 12 : 6 missile(s) hit.

        Trebuchet TBT-5J (1st Octopus Overlords) takes 5 damage to CT.
            17 Armor remaining.

        Trebuchet TBT-5J (1st Octopus Overlords) takes 1 damage to CT.
            16 Armor remaining.


Weapons fire for Wolverine WVR-6R (Ronin)
    AC/5 at Trebuchet TBT-5J (1st Octopus Overlords); needs 12, rolls 7 : misses


Weapons fire for Trebuchet TBT-5N (Ronin)
    LRM 15 at Trebuchet TBT-5J (1st Octopus Overlords); needs 11, rolls 8 : misses


Weapons fire for Wolverine WVR-6R #2 (Ronin)
    AC/5 at Trebuchet TBT-5J (1st Octopus Overlords); needs 10, rolls 9 : misses


Weapons fire for Shadow Hawk SHD-2H (1st Octopus Overlords)
    AC/5 at Vedette Medium Tank (AC2) (Ronin); needs 10, rolls 8 : misses


    Medium Laser at Vedette Medium Tank (AC2) (Ronin); needs 12, rolls 10 : misses


    SRM 2 at Vedette Medium Tank (AC2) (Ronin); needs 12, rolls 6 : misses


    LRM 5 at Vedette Medium Tank (AC2) (Ronin); needs 10, rolls 7 : misses
Battlefield state:
Spoiler:
Enlarge Image
The enemy Assassin clears the field before Gamma lance is able to move in and intercept.

As usual, everyone has a +3 movement mod. Gamma lance deploys beginning of next turn. Beta lance deploys the turn after.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Stefan Stirzaker »

3013. Fire lrms at vedette. Think thats all that will hit. Cant wait till reinforcements come
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by El Guapo »

Rifleman will sprint to 4107. Warhammer will sprint to 4302. Both will engage in aggressive waving at the departing enemies.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Isgrimnur »

Jump to 4609, NW.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

Round 8:
Stefan bounds up a hill, firing LRMs at the trailing Vedette after hearing the 'missile lock' beep. The missiles fly true and plow into the tank, blowing off treads, causing it to start chugging. Return fire from the opfor whizzes harmlessly by.

Raw data:
Spoiler:

Weapon Attack Phase
-------------------

Weapons fire for Vedette Medium Tank (AC2) (Ronin)
    AC/2 at Trebuchet TBT-5J (1st Octopus Overlords); needs 8, rolls 2 : misses


    SRM 2 at Trebuchet TBT-5J (1st Octopus Overlords); needs 12, rolls 8 : misses


Weapons fire for Griffin GRF-1N (Ronin)
    LRM 10 at Trebuchet TBT-5J (1st Octopus Overlords); needs 11, rolls 6 : misses


Weapons fire for Trebuchet TBT-5J (1st Octopus Overlords)
    LRM 15 at Vedette Medium Tank (AC2) (Ronin); needs 9, rolls 12 : 12 missile(s) hit (using Left Side table).

        Vedette Medium Tank (AC2) (Ronin) takes 5 damage to TU.
            15 Armor remaining.

        Vedette Medium Tank (AC2) (Ronin) takes 5 damage to RR.
            15 Armor remaining.
            Chance for motive system damage. Roll is 8; (w/ +2 bonus)
             Moderate damage, +2 to driving skill rolls, -1 MP.

        Vedette Medium Tank (AC2) (Ronin) takes 2 damage to LS (critical).
            16 Armor remaining.
            Critical hit on LS. Roll is 2; no effect.


Weapons fire for Trebuchet TBT-5N (Ronin)
    LRM 15 at Shadow Hawk SHD-2H (1st Octopus Overlords); needs 12, rolls 11 : misses


Weapons fire for Wolverine WVR-6R #2 (Ronin)
    AC/5 at Trebuchet TBT-5J (1st Octopus Overlords); needs 11, rolls 10 : misses


Weapons fire for Shadow Hawk SHD-2H (1st Octopus Overlords)
    AC/5 at Vedette Medium Tank (AC2) (Ronin); needs 10, rolls 11 : hits (using Rear table) RR
        Vedette Medium Tank (AC2) (Ronin) takes 5 damage to RR.
            10 Armor remaining.


    LRM 5 at Vedette Medium Tank (AC2) (Ronin); needs 10, rolls 9 : misses


    Medium Laser at Vedette Medium Tank (AC2) (Ronin); needs 12, rolls 5 : misses


    SRM 2 at Vedette Medium Tank (AC2) (Ronin); needs 12, rolls 9 : misses
Battlefield state:
Spoiler:
Enlarge Image
Decide on who controls what, and nominate deployment hexes, within three hexes of the western edge. We are deploying the Thunderbolt, the Striker, the Phoenix Hawk and the Warhammer 6D (stat blocks are in the OO force post in the beginning of the thread). The Warhammer's right torso and right arm armor are a bit low, at 9 and 7 respectively.
Last edited by NickAragua on Thu Aug 09, 2018 11:15 am, edited 1 time in total.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Isgrimnur »

I'll take the Phoenix Hawk at 0212, facing N.

Hatchetman sprint as far as he can manage on the current line.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

Keep in mind that, after you guys deploy the reinforcements, the opfor gets to move, then you get to move.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by El Guapo »

I'll take the Striker at 0213, facing north. Fire the PPC, AC/10, and two medium lasers at the Phoenix Hawk.

Rifleman will run to 3508, fire both AC/10s at the Vedette.

Warhammer will run to 4003, fire both PPCs at the Vedette.

If any deploying mechs go unclaimed I can take another.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by El Guapo »

El Guapo wrote: Thu Aug 09, 2018 11:20 am I'll take the Striker at 0213, facing north. Fire the PPC, AC/10, and two medium lasers at the Phoenix Hawk.

Rifleman will run to 3508, fire both AC/10s at the Vedette.

Warhammer will run to 4003, fire both PPCs at the Vedette.

If any deploying mechs go unclaimed I can take another.
I should clarify - the Striker will fire at the enemy Phoenix Hawk.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

El Guapo wrote: Thu Aug 09, 2018 11:20 am I'll take the Striker at 0213, facing north. Fire the PPC, AC/10, and two medium lasers at the Phoenix Hawk.

Rifleman will run to 3508, fire both AC/10s at the Vedette.

Warhammer will run to 4003, fire both PPCs at the Vedette.

If any deploying mechs go unclaimed I can take another.
You'll probably want to re-evaluate the movement and firing part after the opfor gets to move (you're only doing the deployment now).
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Isgrimnur »

Isgrimnur wrote: Thu Aug 09, 2018 11:03 am I'll take the Phoenix Hawk at 0212, facing N.

Hatchetman sprint as far as he can manage on the current line.
0213, then.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Stefan Stirzaker »

Ill take last two. Warhammer 0314 facing east in trees and thunderbolt 0206 facing se
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

Hyena and Cylus Maxii resolve their impending collision in Hyena's favor, but everyone gets to start in the woods.

Battlefield state after reinforcements deploy and opfor moves:
Spoiler:
Enlarge Image
The Vulcan makes a break for it, the Phoenix Hawk doesn't quite clear the battlefield.

[Details]
Every enemy mech has a +3 movement mod.
The Vedette has a +2 movement mod.

FYI, the Wolverines are probably the easiest to knock down, but also are more heavily armored than the Quickdraw and the Trebuchet.

Also, to save time, you folks may as well nominate controller, deployment hexes and facing for the next batch of reinforcements: Zenn7's Awesome, Zarathud's Awesome and LordMortis' Hunchback.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Stefan Stirzaker »

Ok!
Trebuchet to 2317 facing nw (I think that's 8. height change, move and facing change) I'll leave vedette to the guys to the east. Fire LRMS at enemy trebuchet's back.
Warhammer - 0513, PPCs at wolverine 1013 and Rest (heat allowing) at Quickdraw.
Thunderbolt - Go 0608, Fire at wolverine 1013

I'll take LM Hunchback at 0307 facing southeast
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by El Guapo »

NickAragua wrote: Fri Aug 03, 2018 5:22 pm Rules refresher:

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

Changing elevations costs +1 MP per level difference. Maxim level change for mechs is 2.
Backing up over elevation change requires a PSR.
Entering water costs +1 MP (+1 for the elevation change) and requires a PSR at -1. Also, you may not use running MP to enter a water hex.
Entering light woods costs +1MP
Entering heavy woods costs +2MP

if you get a +3 or more modifier from woods on the target, LOS is blocked and you can't shoot at all.
As usual, the opfor loses initiative entirely, so they move then you move.
Isn't a partially raised elevation next to you an additional to hit penalty? E.g., on level 0 next to level 1, isn't that another to hit penalty for opponents shooting at you? I know that it also blocks the lower half of hits, but don't remember whether it's also a to hit penalty as well.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by El Guapo »

Rifleman - sprint to 3505, facing SW
Warhammer - sprint to 3804, facing SW

Striker - run to 0411, facing SE. Fire AC/10s and three medium lasers at the Quickdraw. Fire PPC at Wolverine in 1013.

Just checking the heat from that for the Striker - that should be 24 heat (22 from the weapons, +2 for running), so with 15 heat sinks, that should leave me at 9 heat, right? What's the penalty for that? I know it's -1 MV at 5 heat - anything for going to 9? I could drop the PPC shot if you think that's wise, although I'm inclined to fire everything in the short run since we're trying to get 2 mechs before they bug out.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

Correct re: cover. However, the penalty and the negation of leg hits only apply if the attacker is at the same or lower height as the defender. So basically, you can't have partial cover against an attacker that's standing higher than you are.

Re: the Striker, yeah, it should be 10 + 3 + 3 + 3 + 3 + 2 = 24 heat generated, -15 from the heat sinks. +9 heat gets you a -1 penalty to your walk MP and a +1 to all your to-hit target numbers on the next turn (so it's slightly harder to hit things as your targeting reticle swims around and your computer reports that 2.2 * 2 = 4.32).

My inclination would be to fire everything you've got (although maybe I'd forego ammo explosions and shutdown roll) and do as much punching and kicking as possible. You've basically got two turns before those mechs get away.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by El Guapo »

NickAragua wrote: Fri Aug 10, 2018 11:23 am Correct re: cover. However, the penalty and the negation of leg hits only apply if the attacker is at the same or lower height as the defender. So basically, you can't have partial cover against an attacker that's standing higher than you are.

Re: the Striker, yeah, it should be 10 + 3 + 3 + 3 + 3 + 2 = 24 heat generated, -15 from the heat sinks. +9 heat gets you a -1 penalty to your walk MP and a +1 to all your to-hit target numbers on the next turn (so it's slightly harder to hit things as your targeting reticle swims around and your computer reports that 2.2 * 2 = 4.32).

My inclination would be to fire everything you've got (although maybe I'd forego ammo explosions and shutdown roll) and do as much punching and kicking as possible. You've basically got two turns before those mechs get away.
Ok. I'll drop one medium laser shot, to wind up at 6 heat. Seems worth it to forego one medium laser shot in order to avoid +1 on all shots next turn.

I'll take the Zenn7 Awesome and pluck him down at 0310, facing SE.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Isgrimnur »

Hatchetman jump to 4111, no facing change.

PH, rotate right, engage the Griffin.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

Stefan Stirzaker wrote: Thu Aug 09, 2018 5:52 pm Ok!
Trebuchet to 2317 facing nw (I think that's 8. height change, move and facing change) I'll leave vedette to the guys to the east. Fire LRMS at enemy trebuchet's back.
Warhammer - 0513, PPCs at wolverine 1013 and Rest (heat allowing) at Quickdraw.
Thunderbolt - Go 0608, Fire at wolverine 1013

I'll take LM Hunchback at 0307 facing southeast
That Warhammer's going to get pounded pretty hard (expected damage somewhere around 60 points if the dice rolls are "statistical") and already has some armor damage, you sure you don't want to move it to a less exposed location?
Isgrimnur wrote: Fri Aug 10, 2018 4:37 pm Hatchetman jump to 4111, no facing change.

PH, rotate right, engage the Griffin.
You'll also be deploying Zarathud's Awesome, want to nominate where it starts?
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Stefan Stirzaker »

0815 maybe but only have 4/6 and orientation and height take tv 1. Unless another suggestion? Happy to listen
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

Some good options I see are 0313 or 0312 and go hull down (gets you a +2 mod for enemies to hit you, 1 for the partial cover, 1 for the hull down in partial cover) and good PPC shots on the Wolverine.
0213 is pretty conservative but still gets you good shots on the Quickdraw with the PPCs while getting the +1 from the woods.
0411 is a little more aggressive and you get +1 partial cover from most enemies and +1 movement mod, and your pick of targets.
0512 is very aggressive but you still get a +1 movement mod and possibly a chance to do a kick on the Quickdraw's upper section.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Stefan Stirzaker »

Huh thanks, hadn't thought of the hull down mods. :(
0411, Lead wolverine as target.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Isgrimnur »

NickAragua wrote: Fri Aug 10, 2018 5:05 pm You'll also be deploying Zarathud's Awesome, want to nominate where it starts?
0318, target Wolv #2.
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by Zarathud »

Light 'em up!
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

Stefan Stirzaker wrote: Fri Aug 10, 2018 6:25 pm Huh thanks, hadn't thought of the hull down mods. :(
0411, Lead wolverine as target.
Super, I misread a collision alert at 0411 (the Striker is going to be there).
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Re: Let's Play Together: GM'd Battletech via Megamek VI

Post by NickAragua »

Round 9:
The enemy Phoenix Hawk gives Xwraith's Thunderbolt a few parting shots as it leaves the field, delivering a medium laser blast to the rear armor but failing to penetrate. Xwraith finds it impossible to target the Wolverine with the medium lasers, so fires those on the Quickdraw instead. No big deal, that multi-trac targeting computer makes it a cinch. Well, to target and fire the weapons, not to hit with them necessarily.

Stefan whiffs his LRM salvo at the Trebuchet, but spares a laser for the Vedette, stunning the crew.

Hyena's Striker takes a few LRMs while nearly colliding with Scrub's Warhammer, but the cover absorbs some of the fire as well. He's the only one who scores a major hit on our end, nailing a Wolverine with the PPC. In the arm.

Bad luck this round, but at least they didn't hit us, either.

Raw data:
Spoiler:
Weapon Attack Phase
-------------------

Weapons fire for Vedette Medium Tank (AC2) (Ronin)
    AC/2 at Trebuchet TBT-5J (1st Octopus Overlords); needs 7, rolls 5 : misses


    SRM 2 at Trebuchet TBT-5J (1st Octopus Overlords); needs 9, rolls 8 : misses


Weapons fire for Phoenix Hawk PXH-1 (Ronin)
    Large Laser at Thunderbolt TDR-5SE (1st Octopus Overlords); needs 9, rolls 7 : misses


    Medium Laser at Thunderbolt TDR-5SE (1st Octopus Overlords); needs 11, rolls 11 : hits (using Rear table) LTR
        Thunderbolt TDR-5SE (1st Octopus Overlords) takes 5 damage to LTR.
            1 Armor remaining.


    Medium Laser at Thunderbolt TDR-5SE (1st Octopus Overlords); needs 11, rolls 4 : misses


Weapons fire for Quickdraw QKD-4H (Ronin)
    Medium Laser at Warhammer WHM-6D (1st Octopus Overlords); needs 7, rolls 7 : hits (using Right Side Partial cover (horizontal 50%) table) RL
        Warhammer WHM-6D suffers no damage. (RL behind cover)


    Medium Laser at Warhammer WHM-6D (1st Octopus Overlords); needs 7, rolls 6 : misses


    Medium Laser at Warhammer WHM-6D (1st Octopus Overlords); needs 7, rolls 5 : misses


    Medium Laser at Warhammer WHM-6D (1st Octopus Overlords); needs 7, rolls 6 : misses


Weapons fire for Trebuchet TBT-5J (1st Octopus Overlords)
    LRM 15 at Trebuchet TBT-5N (Ronin); needs 10, rolls 8 : misses


    Medium Laser at Vedette Medium Tank (AC2) (Ronin); needs 10, rolls 11 : hits (using Left Side table) LS (critical)
        Vedette Medium Tank (AC2) (Ronin) takes 5 damage to LS (critical).
            11 Armor remaining.
            Critical hit on LS. Roll is 8; Crew stunned for 1 turns.


    Medium Laser at Vedette Medium Tank (AC2) (Ronin); needs 10, rolls 7 : misses


    Medium Laser at Vedette Medium Tank (AC2) (Ronin); needs 10, rolls 4 : misses


Weapons fire for Griffin GRF-1N (Ronin)
    PPC at Striker STC-2S (1st Octopus Overlords); needs 9, rolls 6 : misses


    LRM 10 at Striker STC-2S (1st Octopus Overlords); needs 7, rolls 7 : 6 missile(s) hit.

        
Striker STC-2S (1st Octopus Overlords) takes hit at HD, but it is rerolled with edge.
        
Striker STC-2S (1st Octopus Overlords) has 0 edge remaining.
        Striker STC-2S (1st Octopus Overlords) takes 5 damage to CT.
            30 Armor remaining.

        Striker STC-2S (1st Octopus Overlords) takes 1 damage to LT.
            22 Armor remaining.


Weapons fire for Shadow Hawk SHD-2H (1st Octopus Overlords)
    LRM 5 at Vedette Medium Tank (AC2) (Ronin); needs 7, rolls 6 : misses


    AC/5 at Vedette Medium Tank (AC2) (Ronin); needs 9, rolls 6 : misses


    Medium Laser at Vedette Medium Tank (AC2) (Ronin); needs 11, rolls 5 : misses


    SRM 2 at Vedette Medium Tank (AC2) (Ronin); needs 11, rolls 6 : misses


Weapons fire for Wolverine WVR-6R (Ronin)
    AC/5 at Striker STC-2S (1st Octopus Overlords); needs 8, rolls 10 : hits (using Partial cover (horizontal 50%) table) LL
        Striker STC-2S suffers no damage. (LL behind cover)


    SRM 6 at Striker STC-2S (1st Octopus Overlords); needs 10, rolls 5 : misses


    Medium Laser at Striker STC-2S (1st Octopus Overlords); needs 10, rolls 7 : misses


Weapons fire for Thunderbolt TDR-5SE (1st Octopus Overlords)
    Large Laser at Wolverine WVR-6R (Ronin); needs 10, rolls 4 : misses


    LRM 10 at Wolverine WVR-6R (Ronin); needs 8, rolls 7 : misses


    Medium Laser at Quickdraw QKD-4H (Ronin); needs 9, rolls 6 : misses


    Medium Laser at Quickdraw QKD-4H (Ronin); needs 9, rolls 2 : misses


Weapons fire for Trebuchet TBT-5N (Ronin)
    LRM 15 at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 10, rolls 8 : misses

        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

    LRM 15 at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 10, rolls 9 : misses

        Checking for accidental fire; needs 3 or below, rolls 8 : no fire..

Weapons fire for Striker STC-2S (1st Octopus Overlords)
    PPC at Wolverine WVR-6R (Ronin); needs 8, rolls 8 : hits LA
        Wolverine WVR-6R (Ronin) takes 10 damage to LA.
            6 Armor remaining.


    AC/10 at Quickdraw QKD-4H (Ronin); needs 10, rolls 2 : misses


    Medium Laser at Quickdraw QKD-4H (Ronin); needs 10, rolls 8 : misses


    Medium Laser at Quickdraw QKD-4H (Ronin); needs 10, rolls 7 : misses


Weapons fire for Wolverine WVR-6R #2 (Ronin)
    AC/5 at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 9, rolls 6 : misses

        Checking for accidental fire; needs 3 or below, rolls 6 : no fire..

    SRM 6 at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 11, rolls 8 : misses

        Checking for accidental fire; needs 3 or below, rolls 9 : no fire..

    Medium Laser at Phoenix Hawk PXH-1D (1st Octopus Overlords); needs 11, rolls 6 : misses

        Checking for accidental fire; needs 3 or below, rolls 5 : no fire..

Weapons fire for Phoenix Hawk PXH-1D (1st Octopus Overlords)
    Large Laser at Griffin GRF-1N (Ronin); needs 8, rolls 5 : misses


    Medium Laser at Griffin GRF-1N (Ronin); needs 10, rolls 6 : misses


    Medium Laser at Griffin GRF-1N (Ronin); needs 10, rolls 3 : misses


Weapons fire for Warhammer WHM-6D (1st Octopus Overlords)
    PPC at Wolverine WVR-6R (Ronin); needs 8, rolls 3 : misses


    PPC at Wolverine WVR-6R (Ronin); needs 8, rolls 5 : misses


    Medium Laser at Quickdraw QKD-4H (Ronin); needs 8, rolls 7 : misses
Battlefield state after deployment and enemy movement:
Spoiler:
Enlarge Image
The Quickdraw and the Wolverines fire up the jump jets, trying to clear the suddenly dense blocking line, with the Trebuchet and Griffin trying to keep pace.

The enemy mechs have a +3 movement mod, except for the Griffin and Trebuchet, which have a +2. The Vedette has a +1.

To alleviate any confusion, all OO units now get a chance to move and fire.
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